Stellaris
Void Dwellers Expanded 3+
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更新: 2020年5月12日 @ 4時50分

Update to 2.7+
- Habitat Arcology Projects are now possible on upgraded habitats, either Advanced Habitats (tier 2) or Habitat Worlds (tier 3).
- Void Campaign has been removed as early game boost for Void Dwellers is no longer needed. If you still need it for some reason it is available as a separate mod.

Please note that Stellaris patch 2.7 made Advanced Habitats require Star Fortress tech (tier 3) and Habitat Worlds require Citadel (tier 4 tech) so you need to wait quite a bit and research at least Star Fortress tech before you can upgrade any other habitat than your homeworld as Void Dwellers.

I may revise the balance once I play the new 2.7.1 patch a bit.

更新: 2020年5月10日 @ 19時58分

Feature update:
- New Habitat Arcology: Sanctuary Habitat (see screenshot[i.imgur.com])

You need to fill Habitat with Leisure districts to begin conversion project. If you have any habitation districts don't demolish them, they will count as Leisure for this purpose as long as you have some Leisure districts built.

Habitat Sanctuary District provides +20 housing +10 Bio-Trophy +1 Maintenance Drone jobs with Voidborne ascension perk and +20 housing +20 Bio-Trophy +2 Maintenance Drone with Elysian Isles ascension perk.

Changes:
- Arcologies: Mining, Generator, Trade and Sanctuary Habitats start with one district built after conversion.
- Arcologies: Mining, Generator, Trade and Sanctuary Habitat Projects require filling habitats with their respective basic districts. Some habitation districts may be present so you don't have to demolish them for conversion purposes.
- Arcologies: Foundry, Industrial, Research, Fortress, Bureaucratic and Refinery Habitat Projects require filling habitats with Habitation districts as usual. No districts are built after conversion.

更新: 2020年5月9日 @ 17時42分

- Fixed habitat deposits spawning where they shouldn't.

更新: 2020年5月8日 @ 20時46分

Feature update:
- New Habitat Arcology: Generator Habitat (see screenshot[i.imgur.com])

Conversion project available on habitats with access to reactor districts (this includes gestalt habitats).

You need to fill Habitat with reactor districts to begin conversion project. If you have any habitation districts don't demolish them, they will count as reactor for this purpose as long as you have some reactor districts built.

Habitat Generator District provides +10 housing +5 technician jobs with Voidborne ascension perk and +10 housing +10 technician jobs with Elysian Isles ascension perk.

Energy Grid/Nexus is unavailable on Arcology Generator Habitats unless you play gestalt empire. Energy building built before conversion will stay on the habitat.

Changes:
- Arcology Mining and Generator Habitats will receive one Mining and one Generator district (respectively) after conversion is complete.

Upcoming:
- Unique Trade Habitats buffs.

Thanks to:
Cynnia for help with flavour texts.
You guys for being patient. :)

更新: 2020年5月7日 @ 18時05分

Feature update:
- New Habitat Arcology: Mining Habitats

Conversion project available on habitats with access to astro-mining districts.

Base conversion cost stays the same (10k minerals, 500 alloys 100 influence) but you need to fill Habitat with astro-mining districts to begin conversion project. If you have any habitation districts don't demolish them, they will count as astro-mining for this purpose as long as you have some mining districts built.

Habitat Mining District provides +10 housing +5 miner jobs with Voidborne ascension perk and +10 housing +10 miner jobs with Elysian Isles ascension perk.

Mineral Purification Plants/Hubs are unavailable on Arcology Mining Habitats but that's hardly an issue with the resource output Arcology Habitats have. Enjoy your free building slot. Purification building built before conversion will stay on the habitat.

At one point I will rebalance all districts and give them features dependant on civics (like Interstellar Franchising for Habitat Trade Districts[i.imgur.com]).

更新: 2020年5月4日 @ 21時10分

- Habitat Trade Districts now grant +5% / +10% trade value bonus per district owned on a given habitat. (see screenshot[i.imgur.com]). This should make them usable until I expand on Trade Habitats. I want to give them unique playstyle opportunities suited especially for megacorps.

更新: 2020年5月2日 @ 23時02分

- updated locales for non-English versions.

更新: 2020年5月2日 @ 22時37分

- New Habitat Arcology: Trade Habitats! (see screenshot[i.imgur.com]).
Habitat Trade District provides +5 clerk jobs with Voidborne ascension perk and +10 clerk +1 merchant jobs with Elysian Isles ascension perk. Interstellar Franchising tradition adds +1 clerk job to a district.

更新: 2020年4月29日 @ 18時17分

Update: Fixed Elysian Isles bonus[i.imgur.com] not being applied to new habitats.(GitHub[github.com])

更新: 2020年4月25日 @ 20時36分

QOL
- Children of the Void civic can now be used with any origin. All restrictions on use are gone. The AI wont take it unless you make a custom AI empire,
- You can now set habitat colony type to Farming Station: +10% Farmers output,
- Ring Worlds now receive Habitat Captains jobs. It's just a slighly bigger habitat,
- Habitat Captain Quarters and Habitat Industrial District tooltips now show effects of Interstellar Franchising (+5 and +1 clerk jobs respectively),
- Removed unity output penalty for not owning any habitats to save on code maintenance,
- Habitat Captain and Elysian Isles modifiers are now applied over several days of the month instead of being checked on the 1st. They say every little helps.

Integration with other mods added or expanded:
Structures from following mods benefit from Elysian Isles bonus (-25% housing usage) and receive Habitat Captain job:
- Planetary Diversity - Planetary Habitats
- Starborn: Improved Voidtouched
- Dyson Swarm - colonizing space
- Living Space
- Habitation

Gigastructural Engineering & More habitable structures receive Habitat Captain job. Gas giant, temperate and foggy planets do not count. Other structures subject to review.

Ascendancy Ringworlds receive Habitat Captain job.