![how to play stellaris 2.2.4 how to play stellaris 2.2.4](https://i.ytimg.com/vi/YLJ3YjlAX2I/maxresdefault.jpg)
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs * Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20% * Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20% * Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20% * Citizen Service civic effect on soldier unity generation increased from +1 to +2 * Robots with Emotion Emulators are now more likely to become maintenance drones * Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet.
#How to play stellaris 2.2.4 generator#
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. * Each Coordinator on a planet now boosts Simple Drone resource output by 1% * Coordinators now produce 1 of each Research (was 3 Society) * Replicators now also produce 1 Engineering research * Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1) * Machine capital planet grants +5% drone output The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again * New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. * Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6). * Machine Empire Outposts now cost 150 alloys * Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300) Both of these also apply to Synth Empires. Agri Drones now produce 5 food (down from 6) base.
![how to play stellaris 2.2.4 how to play stellaris 2.2.4](https://vulcan.dl.playstation.net/ap/rnd/202006/1112/T7QqiaGISQhLvxsmSMOCX8yD.jpg)
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. * Machine Empires get 50% more resources from mining bases * Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker * Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection More on that in a bit, first let's take a look at the fixes contained in the 2.2.5 live version: This will be useful since it includes a few brand new quality of life features that we want to try out in field conditions. We've taken the decision to do this as a beta as well, to give it the time to be proven before fully flipping to live.
![how to play stellaris 2.2.4 how to play stellaris 2.2.4](https://i0.wp.com/www.spacegamejunkie.com/wp-content/uploads/2016/05/Stellaris-Entry-7.mp4_snapshot_04.23_2016.05.14_15.53.22.jpg)
Thanks to all the intrepid open beta testers who helped us get it ready for release.īased on the feedback and testing done during 2.2.5 beta, we've also created version 2.2.6. It features a big balance pass on machine empires, and we were also finally able to find the fix for the long-lived "meandering strike craft" problem. It contains a ton of balance, AI, and performance improvements as well as bug fixes, and is all in all a greatly superior version to 2.2.4.
#How to play stellaris 2.2.4 Patch#
Hi all, Jamor brings you new set of patch notes this week and some news! We'd like to announce that after a good period of beta testing, 2.2.5 is now fully live.