Updates about the final 2.2. The where and how - the ins-and-outs of the product management team by Bevan aka "Dnote".Ī highlight of some of the bigger things that may change in the definitive 2.2.x post-launch support period Travelling caraveneers & deals in MegaCorpĪn early peek at the 2.2 'Le Guin' patch notesĬhanges in leadership, holidays, and beta patch. New megastructures and constructable planet types in MegaCorp Titular feature of MegaCorp: MegaCorporations We have provided guides for all of them but in this article, we will try to. There are 14 Megastructures in the game so far and they can be either single-phase (3) or multi-phase megastructures (11). Stellaris Megastructures are enormous structures that offer a variety of different bonuses and boosts. Updated economic & planetary building technologies Stellaris Megastructures Tier List & Guides. Updated traditions for the new mechanics and tradition type Rework of planetary edicts into decisions and changes to planetary bombardments Introduction of trade value, trade routes and the associated piracy rework Sector Rework and Faction Happiness Rework Planetary reworks, relating to gestalt consciousnesses and habitats.Īddition of a galactic market, internal markets, and changes to trader enclaves Planetary reworks, involving changes to Stability, Happiness and Crime. Planetary reworks, involving changes to jobs, strata and unemployment, housing, growth and migration. Planetary reworks, involving changes to deposits and buildings and the addition of districts. New Ascension perks: Keep an economy competitive in a cutthroat galaxy with additional Ascension perks!įree features Dev diaries Main article: Developer diariesĪll developer diaries about the MegaCorp expansion and patch 2.2 (aka Le Guin).Ī new economic back-end implemented for 2.2 - the birth of economic templates and economic units.Galactic Slave Market: Buy and sell pops on an industrial scale, set them free or keep them as livestock.More Megastructures: Build a glorious Matter Decompressor, Mega-Art Installation or Strategic Coordination Center to acquire new scaling capabilities for your megalopolis.Expect surprises when these master traders wander through your space or when you visit their home systems. I have tried to keep away from 'Boring' stuff (like +5 Starbase Capacity). Designate your planets as Forge Worlds our garden worlds, find new mineral deposits and unlock special rare technologies to be discovered. Caravaneer Fleets: Keep an eye out for the Caravaneers, nomadic interstellar wheelers-and-dealers who stay aloof from galactic politics, and always have a bargain up their sleeve. This mod adds 45 new Ascension Perks to the game.City World: With Ecumenopolis, players can increase the population density of core worlds to truly epic proportions, eventually creating a planet-spanning megacity.Using the new Corporate Authority, construct an economic powerhouse and dominate galactic trade. By building Branch Offices on planets within empires they have trade agreements with, the MegaCorp can add a portion of the planet's Trade Value to their own network. Corporate Culture: CEOs of a MegaCorp can conduct business on a galaxy-wide scale with a host of new civics.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |