Stellaris

Stellaris

Stargate Contingency
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更新于:2021 年 10 月 30 日 上午 2:18

-Lucian home planet should no longer be casually imbedded in the central star...
-Buildings to boost food/minerals/energy production are a starting tech
-Goa'uld get an additional guaranteed scientist on all planets with at least planetary administration (this is necessary to ensure that pops can be promoted from specialist to ruler)
-Scientist job weight increased for pops with jaffa trait ( so they actually take these jobs and convert to Goa'uld)
-SR campaigns no longer count towards edict cap as they are back to being timed
-Some SR campaigns are exclusive, for example ship armor/shield or kinetic/explosive/energy weapon damage
-Military vessels can once again explore star systems (I honestly cant take it anymore that in wars some systems are not accessible even though i have 10 sensor range...)
-Focus research edicts now cost 50 influence, only last 1 year and only 1 can be active at a time but they provide double bonus
-Added excavation site: Abandoned Ancient Planet 4 stages final stage provides ZPM
-Added excavation site: Terra Atlantus -> reveals the Lantea system
-Added excavation site: Atlantis
-Moved previous events/decisions to the excavation sites
-To avoid the game crashing Terra Atlantus is no longer on Earth but instead on a separate entity visually wihin Earth
-Removed ZPM trade from Stargate Trade
-Removed 1 % chance for a ZPM from Stargate Expedition
-Stargate Expedition costs 2500 up from 1000 energy
-Stargate Expedition no longer has a cooldown
-Stargate Expedition gives more artifacts on average, much lower chance for no success outcome down to 25% from 50%
-Artifacts can be traded for ZPMs without a cooldown once arcane tech is researched
-Added colors to each race (still bugged on the galaxy map)
-Travelers only get -100% upkeep on ships down from 200
-Travelers only get 150 bonus naval cap down from 900

更新于:2021 年 10 月 21 日 下午 2:41

-Catalytic processor civic no longer available to void seekers, asurans and reps
-Crafters civic no longer available to void seekers
-Void seekers now start with archives 1 on newly colonized planets
-Recently auto-resettled pops are flagged for 180 days to avoid a bug draining the energy storage

更新于:2021 年 10 月 18 日 上午 2:01

-Void seekers now also start with lvl 3 capital on their home planet
-Disabled some decisions for void seekers
-Disabled some buildings for void seekers
-Void seeker buildings cost less psi to upgrade (because psi production is slower overall)
-Medical workers now only give pop growth or pop assembly depending on the race
-Campaigns that boost ships now take an edict slot and have increased cost but they last until cancelled (Having all of them active at all times was basically free and a no-brainer late game which does not promote "choice")
-Energy-Matter Conversion edict now only gives Alloy conversion to races that do not use CG
-CG-Alloy policy will now properly adjust job upkeep as well
-Asgard tradition finish now directly applies the production bonus instead of being called on in the pop_jobs file
-Changed many of the bonuses provided by racial traits to add a flat value instead of percentage modifier (this way it will properly stack with other modifiers)
-Goa'uld conversion event will no longer turn every specialist into Goa'uld only researchers (Jaffa will be more effective in other specialist jobs)
-Reworked starting planets/districts/buildings for each race
-Standardized number of starting pops 35 for most, 38 for reps and wraith 20 for traveler
-Added Goa'uld Supreme System Lord job to Imperial Palace
-Added Goa'uld System Lord job to System Capital
-Added Goa'uld Underlord job to Planetary Capital
-Added First Prime job to Planetary Administration
-Fixed Wraith Queen jobs not showing up
-Moved Wraith Queen job to Wraith Breeding Pod
-Wraith now starts with breeding pods on new colonies
-Asgard now starts with cloning vats on new colonies
-Goa'uld now starts with breeding facility and an additional Jaffa pop on new colonies (The guaranteed jaffa will grow automatically)

更新于:2021 年 10 月 14 日 上午 11:51

-Fixed system initializers for 1st and 2nd guaranteed colonies
-Fixed a few things from the error log

更新于:2021 年 10 月 13 日 下午 12:21

更新于:2021 年 10 月 13 日 下午 12:10

-Quickfix for Lantea system initializer (Avatar)
-Quickfix for special system initializers (Avatar)

更新于:2021 年 10 月 11 日 上午 9:27

-Added new icons for ship hull module 1-5 and fortified hull 1-3 (Avatar)

-Fixed guaranteed colonies not showing up (hopefully)
-Fixed industrial district for the wraith still having wrong description
-Wraith only use vanilla alloy drones now which have 50% food 50% mineral upkeep
-Removed bio-alloy drones
-Fixed Replicator consume planet decision being instant (will take 3 years now as previously intended)
-Nox sacred garden can only be built on planets with upgraded capital
-Nox Elders have consumer goods upkeep now
-Ori Priors have consumer goods upkeep now
-Lead Scientists have consumer goods upkeep now
-Added a dragon to protect Nahara and Eden systems (no free gaia planets anymore)

更新于:2021 年 10 月 10 日 上午 8:50

更新于:2021 年 10 月 8 日 下午 10:35

Replicator changes
-Replicator blocks (ship weapon) now cost nanites to build
-Replicator blocks have their alloy cost halved
-Replicator blocks have 25% increased dps
-Added tradition tree for Asurans and Replicators
-Added ascension perk for the reps
-Changed replicator capital to a machine world

Economic changes
-replaced upkeep reduction in colony types with production bonus instead
-colonies with unupgraded capitals start with reduced growth (to reduce the effectiveness of land-grabbing strategies)
-capital planets now give extra stability, 10% amenities and 50% growth /assembly (this way early game becomes faster, while making tall play more viable)
-capital buildings now give pop production bonus depending on their level. It comes with an increase in upkeep cost just like the vanilla techs that improve capital buildings.
-automatic migration event now costs 100 energy per resettled pop
-active stargate on planet removes the resettlement cost of automatic migration
-ai never has to pay for resettled pops for balance reasons
-stargates no longer provide bonus research
-reverted psionic master production to 1 Psi with 25 Unity upkeep
-Psionic Beacon now only has 3 levels. First level is unlocked with Ascension II tech
-In addition to the tech requirement Psionic beacons require at least an upgraded capital with the third level only being available with max tier capitals.
-In order to allow the purchase of the first unique tech in the Ascension menu before Psionic beacons are unlocked Ascension techs now provide a base Psi income (though it will take time before enough Psi is accumulated this way)
-Ascension tech no longer boost psionic master output
-Fixed tradition giving bio assembly instead of pop growth (for the second time... now it should work)

更新于:2021 年 10 月 3 日 上午 11:27

-fixed catalytic converter food deficit not applying debuff
-fixed Atlantis stacking modifiers from installed ZPMs
-removed pop growth debuff from habitability on planets
-low habitability planets not only produce less resources but also have lower upkeep per job (pops only work slower they do not need more resources to actually create things)
-basic capital buildings reduce pop growth and pop assembly on planet. Tier 1 50% reduction Tier 2 25% reduction. Tier 3 0% reduction Tier 4 +25% increase (Hive empires only have Tier 2 and Tier 3 capitals)
-all empires start with Tier 3 capitals on their homeworlds