Stellaris

Stellaris

Pirate Codex Government Type
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Update: 3 Jun, 2017 @ 9:07pm

-Reuploaded

Update: 3 Jun, 2017 @ 8:49pm

-Added a policy that disables the Pirate Codex authority and civics for AI empires

-Set weight values for pirate civics so the AI chooses at least one of them

-Added Cannoneers, Mobsters, Scorched Earth, Arms Dealers, Slave Traders, Secret Caches, and Pioneers civics

-Made it so the Pirate Codex authority is incompatible with all of the vanilla civics with the exceptions of Mechanists, Syncretic Evolution, and Fanatic Purifiers

-Made it so the pirate civics will appear in the civic selection list even if the player doesn't have the Pirate Codex authority selected

-Removed the energy reduction effect from the Guardian Monster civic and increased the mineral reduction effect from 45% to 50%

-Reduced Battle Hardened's experience reduction effect from 25% to 20%

-Increased Scavenger's ship cost reduction effect from 5% to 8%

-Reduced the number of possible election candidates to 4

-Increased the army damage and army morale damage effects of Cutthroats from 10% to 20%

-Removed Mercenaries's ship damage and fire rate modifiers and moved them to the new Cannoneers civic

-Changed Mercenaries's effects to be exclusively related to armies and increased the civic's army damage increase from 5% to 15%

-Increased Swift Scourge's combat speed modifier from 8% to 10%

-Changed the Pirate Lord civic so that it gives the user a pirate galleon at the start of the game instead of increasing the ruler's maximum level

-Increased Code of Honor's diplomacy influence reduction effect from 5% to 10%, and increased its maximum leader age increase from 5 years to 10

-Made it so Pirate Lord gives resources to negate the initial drain that occurs when the player's country type is changed

Update: 2 Jun, 2017 @ 9:49am

-Added communication events for Pirate Lord/One Banner empires and various neutral fleets

Update: 31 May, 2017 @ 11:33pm

Initial Upload