Stellaris

Stellaris

Ground Command + Military Enhancements Patch
10 kommentarer
Gear`O`Derm 20 jan @ 3:30 
still
work?
SyxTheDragon 9 okt, 2024 @ 18:32 
cant seem to get the Armaments resource to display at all except in the galactic market
harozuken 26 aug, 2024 @ 12:32 
posting this as duplicate to see if I can fix bug in my game.
Ddoes this mod affect trade values for leaders? im running Tactical Algorithms and im getting an error "cannot propose trade with more than 0 leaders" so I can't use the defense pen effect of the civic.
Blazingdevil 23 aug, 2024 @ 12:19 
yeah im still getting negative recruitment times with this patch
abstract assassin 30 apr, 2024 @ 11:59 
Special forces academy is still an option although it's pretty much redudant.
MC Zyklon, resident warcrimminal 15 apr, 2024 @ 12:39 
I'm getting negative army recruitment times in the hundreds of days. When you go to recruit them it then jumps to -1 and no army is created. This applies to all armies.
BaconDoneRight  [skapare] 11 apr, 2024 @ 17:17 
@SgtPeppersSoul I've formatted army costs as more "elite" armies get a higher energy upkeep, while armies that are "bigger" cost more armaments. I'll take a look, though.
SgtPeppersSoul 11 apr, 2024 @ 15:13 
This patch might need a balance pass. There is some weirdness with cost between the two mods—for example, imperial guard from ground command are objectively better in terms of damage than purge troops from ME2, but the latter actually has a higher cost in armaments (it does have a lower cost in energy, but energy is far easier to get in game).
BEAR 9 apr, 2024 @ 20:04 
Seems like the conscription decision creates all the negatives but doesn't produce any actual armies?
Risker the 34th 9 apr, 2024 @ 13:15 
Crazy to see this so high up on the workshop already lol