Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires
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Update: 28 Apr, 2017 @ 5:22am

1.3.4 Patch Notes (28/4/2017)

  • NEW High Tech Apartments. Unlocked after Fallen_Technologies_1 increases happiness by 10%. Planet Unique.

  • NEW Country Mansion. Unlocked after Fallen_Technologies_1, provides 1 influence and 5% happiness. Planet Unique.

  • NEW Luxury Hotel. Unlocked after Fallen_Technologies_1, increases migration attractiveness and provides +5% happiness.

  • NEW Grand Palace. Unlocked after Fallen_Technologies_1, provides 10 unity, increases governing ethic attraction by 5%, planet border extrusion by 25%, and pop happiness by 5%. Planet Unique.

  • NEW Planetary Archives. Unlocked after Fallen_Technologies_1. Increases research production on the planet by 10%. Planet Unique.

  • NEW Mega Shopping Complex. Unlocked after Fallen_Technologies_1. Increases pop happiness by 5% and reduces consumer goods cost by pops on planet by 33%. Planet Unique.

  • NEW Emergency Services. Unlocked after Fallen_Technologies_1. Increases pop happiness by 5% and decreases unrest by 30. Planet Unique.

  • NEW National Park. Unlocked after Fallen_Technologies_1. Increases pop happiness by 10% and migration attraction by 15%.

  • NEW New City Sets for Fallen Authoritarian, Egalitarian, Militarist and Pacifist.

  • Improved some tech icons and localizations.

  • Improved windup effects for Advanced Plasma Launcher.

Update: 27 Apr, 2017 @ 3:16am

1.3.3 Patch Notes (27/4/2017)

  • NEW Central Bank. Unlocked after Fallen_Technologies_1 and Power Hub 2, increases empire energy storage by 4000, and increases energy production of adjacent tiles by 1. Planet Unique.

  • NEW Magnificent University. Unlocked after Fallen_Technologies_1, provides 2 of each research, buffs empire research speed by 2%, and increases research production of adjacent tiles by 1. Planet Unique.

  • NEW Enhanced Gene Farm. Unlocked after Fallen_Technologies_1, provides 4 food and increases food production on adjacent tiles by 5. Planet Unique

  • Massive Planetary Shield Generator has been renamed Super Planetary Shield Generator.

  • Ascended Hive Minds will now be able to break defensive and non-aggression pacts from before they ascended. This included guarantees and supports.

  • Super Planetary Shield Generator is now a physics tech.

  • Added AI weights for building these new buildings.

Update: 26 Apr, 2017 @ 4:37am

1.3.2 Patch Notes (26/4/2017)

  • NEW Ascended Empires will now ruin all buildings on the planet when bombarding planets to 0 health.

  • NEW Massive Planetary Shield Generator. Costs 3500 minerals and 5 years to build. It increases your planetary defenses by a whooping 500%, buying time for reinforcements to arrive while preventing the orbiting fleets from Ascended Empires demolishing your colony.

  • Buffed Goliath's armor and increased number of weapon slots.

  • Matter Disintegrators have had their weapon damage and range diversified.

  • Advanced Kinetic Cannons now correctly tagged as Kinetic weapon types.

  • Ascension choices now gated behind the ethics your default empire currently holds.

  • Last Crusade now accounts for Ascended Hive Minds, who will stay out.

  • Fallen_Technologies_2 now only provides the Agri Processing Complex building. Dark Matter Power Plant and Autonomous Fabricators are now unlocked via further research.

  • Improved some localizations.

  • Total Wipe Out Wargoal fixed for Awakened Empires.

  • Included new diplomacy options from standard empires for Awakened Empires.

Update: 25 Apr, 2017 @ 5:19am

1.3.1 Patch Notes (25/4/2017)

  • NEW Ascended Hive Mind Empires and Personality. New civics and government.

  • NEW Ascended Hive Mind Empires can destroy colonies from orbit, consuming all population on the planet when planetary defenses drop to 0.

  • NEW Invasion of the Hive Mind. An event chain triggered for other empires when a Hive Mind Ascends, keeping record of vessels and worlds consumed by the Hive Mind.

  • NEW New wargoal: Total Wipe Out. Can only be used by Ascended Empires and Ascended Hive Minds, against Fallen Empires, Awakened Empires, and other Ascended Hive Minds. Defeated empires will have their subjects released and they themselves wiped off the face of the galaxy.

  • Ascension events will now also remove hive mind ethics if selecting Ascended Empires, while Ascended Hive Mind option will remove all other ethics and provide hive mind ethic.

  • Ascended Empires and Lost Empires will now be able to contact new spacefaring empires.

  • Touched up some clean-up events in The Last Crusade.

  • Loser Ascended Empire in The Last Crusade, after accepting message of defeat, will have all their pops converted to a non-fanatic version of their original ethos, in line with current Fallen Empire setups.

  • AI Empires will now build more Goliaths.

  • Adding missing ship data for Lost Empires, who will no longer build Goliaths.

  • Altered the define parameters for Awakened Empire naval capacity to 2000, meaning Ascended Empires will now get the same benefits. This is in addition to new reduction of ship maintenance of both Awakened and Ascended Empires.

  • Applied name lists from vanilla Fallen/Awakened Empires to the same ethos Lost/Ascended Empires.

Update: 24 Apr, 2017 @ 6:01am

1.3.0 Patch Notes (24/4/2017)

  • NEW Fallen Militarist, Pacifist, Authoritarian, and Egalitarian ship sets have been released with full compatibility with NSC and ISB.

  • NEW Militarist, Pacifist, Authoritarian, and Egalitarian Ascended Empires and personalities. Ascension events have been expanded to include these options.

  • NEW Special war demands and subject types for Ascended Militarist, Pacifist, Authoritarian and Egalitarian empires.

  • NEW Puppet is a subject of Ascended Militarist Empires. In addition to the 25% energy and minerals tax rate, their fleet weapon damage, hp and shield are decreased by 33% for 50 years.

  • NEW Demilitarized Country is a subject of Ascended Pacifist Empires. They cannot conduct independant diplomacy, but receives Overlord's protection. Their naval capacity is reduced by 50% for 50 years.

  • NEW Axis Member is a subject of Ascended Authoritarian Empire. They will protect their overlord, and pay 25% minerals, food, and influence in tax. They receive a -10% penalty for 50 years.

  • NEW Democratized Utopia is a subject of Ascended Egalitarian Empire. They will protect their overlord, and pay 25% energy and 50% influence in tax. They are forbidden to resettle or enslave pops, and a democratic government will be forced upon the country.

  • Corrected an error in swarm ship design.

  • Removed planet_mult restriction and increased the number of Goliaths AI Ascended Empires can build to 5 max.

  • Player Hive Minds can now also obtain the Galactic Ascendancy government.

  • AI Ascension mechanic has been tweaked so that only Fanatic ethoses will ascend.

Update: 22 Apr, 2017 @ 6:51pm

1.2.7a Patch Notes (23/4/2017)

  • Particle Lance Spaceport now correctly requires fallen_technologies_1

  • Prethoryn Swarm Strike Craft localization has been fixed.

  • New Crises weapons have had their damage halved.

  • Energy Lance Spaceports are now once again working.

Update: 22 Apr, 2017 @ 11:31am

1.2.7 Patch Notes (22/4/2017)

  • NEW Powerful Crises Weapons: Super/Hyper/Deadly Matter Disintegrators, Mysterious Energy Arc, and Prethoryn Missiles.

  • Prethoryn and Unbidden crises are buffed with new Crisis Weapons and Titan Utilities.

  • The old XL Super Matter Disintegrator has been renamed to Giant Matter Disintegrator.

  • OP Ringworlds have had their bonuses nerfed to account for overall tech cost reduction.

  • MTTH for The Last Crusade has been cut by 25 years. And minimum year for it to happen has been lowered to 150 from 200.

  • The Last Crusade Loser Ascended Empire will now be reduced to just 1 planet (capital).

  • Last Crusade trigger now requires both belligerent Ascended Empires to have at least 800k fleet power.

  • The Ultimate weapons have been given target weights to increase their effectiveness in combat.

  • Goliaths are now buffed. Shield hp multiplier is now 1000% instead of 500%.

  • Reduced overall Tech weights of all Titan techs. They should now be rarer and more valuable.

Update: 20 Apr, 2017 @ 10:23pm

1.2.6 Patch Notes (21/4/2017)

  • NEW Titan Encoder and Decoders. Potential alternatives for utility slots if you would like more evasion or tracking on your ship.

  • Adjusted down fleet power calculations to half the vanilla values.

  • All tech costs have been reduced by 1/4 as a few players mentioned it's too late in the game to have the opportunity to Ascend. Further adjustments might be made depending on feedback.

  • Fallen Empires Awakening has been adjusted to a minimum of 125 years but its MTTH has been cut back to 50 years. Hopefully addresses the issue of FEs becoming too sleepy.

  • Fallen Empires also awakes sooner from Titan Laser research.

  • Plasma weapons have had their damage, range, and cooldown diversified.

  • Advanced Disruptor weapons have had their range, damage, and cooldown diversified.

  • Advanced Autocannons have had their range, damage, and cooldown diversified. (And also nerfed)

  • Fallen Empire ship designs have been updated.

  • Integrated Missile systems have had its projectile effects changed. Large and Medium are now 'Swarmer Missiles', while small missile will remain as a missile. This makes Titan Missile easier to distinguish.

Update: 20 Apr, 2017 @ 9:49am

1.2.5 Patch Notes (20/4/2017)

  • Arc Emitters have had their damage and range diversified. This is a trial and NOT FINAL NUMBERS.

  • Portal Generator event has had its MTTH cut from 10 to 5 years.

  • Civic icons for Ascended and Lost Empires have been improved.

  • Kinetic Cannons have had their damage, range and cooldowns diversified. NOT FINAL NUMBERS.

Update: 19 Apr, 2017 @ 8:48am

1.2.4 Patch Notes (19/4/2017)

  • NEW Titan Utilities Prototypes. These are prototype versions of existing Titan Utilities, which are less powerful versions but bridges the gap between Titan Utilities and Vanilla tech.

  • Tech Tree has been redesigned. Titan Utilities are no longer gated behind Titan Weaponry, but require their vanilla counterparts. The tech costs for these as a result have been increased.

  • Updated and improved many Titan Utilities icons.

  • Updated and improved some Titan Utilities Tech icons.

  • Fixed broken Advanced Energy Lance 3 Technology tooltip.

  • Adjusted costs and stats of Titan Utilities to have some sense of progression from vanilla techs.

  • Removed Tracking from Mysterious Weapon.

  • Energy Lances weapon damages, range, and cooldowns have been diversified. This is a trial and NOT FINAL NUMBERS.