Stellaris

Stellaris

Ancient Cache of Technologies New
Velaroz  [developer] 17 May, 2021 @ 4:42am
Mostly Complete List of Changes through Pleb Tiers [Tier 1 through 5]
Empire Creation Related:
Normal :steamthumbsup:
Hive Mind :steamthumbsdown:
Machine Empire :steamthumbsdown:
Megacorps :steamthumbsdown:
Necroids-related :steamthumbsdown:

On Game Start: You choose starting military techs, and some more specialized "starts"--one eachfor exploration, colonization, or combat--with a fourth semi-generic choice that branches between the three.

Default is 2 weapons, 1 defense. Militarist gets +1 weapon; Fanatic Militarist, prior +1 defense.

Ship Weapons Technologies now have 3 variants per: energy, kinetics, explosives. Strikecraft are their own thing still and can be chosen, too, don't worry. Weapons grow much stronger per tech tier than in vanilla--vanilla is roughly a 30% growth rate, this is 40%. Additionally, there is a greater difference in weapon size category strength.

There are gateway techs locking out the various weapon archetypes, and each new tier of technology.

Artillery-esque weapons [AL-XL-T-"XT" (W-slot combat weapons)] have a *minimum range* they cannot fire within.



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======Ships======
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You do not start with any military ships. At all. The first you unlock will likely be either Corvettes, or Interstellar Strike Craft.

Most hull size techs will unlock a policy that dictates one of three separate ship designs your empire will seek to use. You can shift at a whim, somewhat easily.

Naval Capacity used has been adjusted, using the following:
ISC = 1
Corvette = 2
Destroyer = 4
Cruiser = 8
Support Ship = 8 [New--2 variants, one offensive, one defensive]
Battleship = 16
Titan = 32
Flagships = 32 [New--Mega-independent, plebian-grade ships. Big guns everywhere]
Juggernaut = 64 [Vastly improved, more shipyard space, lots of guns... Silly looking]

Ships are now much, much beefier, especially towards the higher end. Ship costs and upkeep are much higher, as well, compared to vanilla--given their size. Energy cost is mostly dictated by reactor--and will also command a fairly hefty energy cost upfront.



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======Economy & Jobs======
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Most buildings now provide direct synergy to jobs, starting from tier-1. Some jobs have been either collapsed into another, or eliminated outright from use.

Soldiers + Enforcers = Arbites; enjoy your armies AND crime reduction all at once! As a note, the quality of defense armies scales with the defense bunker, or the decision you enact if you get one! ;3

Entertainers/Duelists collapsed into Culture Workers/Priests, with what kind based on the empire's ethics [for priests] and civics! [if Warrior Culture is present, Duelist variant is made present... Also if any are employed, your planet gets a neat decision].

Your planets get upgrades tier upgrades, in Tech 3 and Tech 5! These upgrades further improve job synergies and other effects--and starting in T5, districts will also start providing some resource generation if their relevant building is present!

Many superfluous buildings got yeeted or collapsed. For example:
+Housing, yeeted. Who needs it now? You'll have plenty of housing, trust me.
+SR-making buildings? Collapsed into one! So all three jobs in one fancy building... That gets an upgrade to have 2 of each job, to boot!

There are resource-generating platforms. They take 2 platform slots each and can help augment your economy throughout much of the game.
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Velaroz  [developer] 17 May, 2021 @ 4:44am 
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======Planned Stuff======
======================

Tweak Ascension Perks, Technologies, Megastructures, and possibly Traditions to fit within this new framework according to the will of the Great Panada.

Current orders of business:
Finish up T1-5 testing for normal empires.
Pull in Machines and Hives. Get them confirmed.
Pull in MegaCorps. Maybe fuff about with Necroids, maybe not.

All that done? Then we start working on the Lunar Path of T6+ technologies being properly implemented for New ACOT.
Last edited by Velaroz; 17 May, 2021 @ 4:46am
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