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  • Having AI check for the unrest
    04:59 27/05/2017
    Is there a way to make the AI check for the unrest of the planet when deciding to issue an edict? Will this work? ai_weight = { weight = 1 modifier = { factor = 0 unrest < 10 } } submitted ...
  • Small List of QoL Changes
    03:19 27/05/2017
    Just my list of things I'd like to see: 1) "Empires that are willing to consider offer" in Contacts For example, research agreements. I'd like to be able to highlight my cursor over ...
  • What is the best/fastest way to create a major ethics shift in your empire?
    03:00 27/05/2017
    I've synthetic-evolution'ed my starting race and I've decided that they really ought to start purging the pathetic meat-sacks from the empire, but the xenophobic faction is only at 6% supp...
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Stellaris is a real-time grand strategy game set in space 200 years into the future. Players control ships and research vessels among other things, combat is more centered towards the bigger picture, preparation, and strategy. There are also diplomatic options such as alliances and trade agreements with other races. The game begins by picking a species, its ethics, and its technologies. Picking an alien species is just cosmetic; and any species can have any of the ship engineering styles. The player begins with a single planet in their territory, an engineering vessel, a small fleet of warships, a space port, and a science ship. Early gameplay consists of exploring and colonizing space, while mid-game activities focus on diplomacy and governing an empire.[3] In the late game, crisis events can occur that have galaxy-wide implications - for instance an uprising by sentient AI robots, or an extra-galactic invasion. Paradox hope that this will address a common late-game problem in 4X style games whereby one faction is so powerful that their eventual victory is inevitable, resulting in frustrating gameplay.

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