Stellaris

Stellaris

Rise of Cosmic Industry BETA
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Update: 12 Jul @ 10:03pm

Fixed machine autofab farms producing negative energy and exotic gases

Update: 5 Jul @ 12:41pm

The edict to expand a trade fleet no longer has the cost on itself, to avoid edict cost reductions.

Trade Fleets no longer cost CGs if you don't otherwise use them.

AI trade fleets will now be automatically expanded every time it returns to the source planet, if the empire can afford it.

Fixed being able expand a trade fleet more than the cap.

Added a line to the Bolster Cargo Fleet event about how it will reopen.

Added a periodic recheck of how many cargo fleets you have in case they get nommed

Update: 25 May @ 2:02pm

Autofab now inherits Farmer modifiers properly

Update: 19 May @ 9:02pm

Autofab now inherits Farmer Exotic Gas Production modifiers, so the bioreactor works properly with autofab farms now.

Update: 19 May @ 11:02am

Autofab now inherits Farmer Energy Production modifiers, so the bioreactor works properly with autofab farms now.

Update: 7 May @ 9:22am

Updated to 3.12

Autofab modules on habitats now cost 0.2 alloys for upkeep, like the districts

Autofab energy modules on habitats now properly use up Habitat Energy District cap

Autofab mining modules on habitats now properly use up Habitat Mining District cap

Update: 24 Mar @ 10:09pm

The edict to add more trade ships to existing trade fleets now requires you to have just a trade fleet, instead of an active trade route.

The edict to add more trade ships to existing trade fleets now multiplies cargo capacity instead, since paradox decided multi-ship civilian fleets is bad.

The edict to add more trade ships no longer fucks the name.

Update: 27 Feb @ 12:36pm

Updated to 3.11

Update: 31 Jan @ 3:47pm

Fixed autofab mines not producing minerals

Update: 17 Dec, 2023 @ 1:24pm

Fixed the t3 spaceport providing infinite slots, instead of 25+Planet Size.
Fixed the Orbital Infra modifier reporting t3 space as infinite.