Stellaris

Stellaris

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!!Streamlined Planet Development
   
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1.530 MB
2 May, 2018 @ 8:20pm
2 May, 2018 @ 11:11pm
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!!Streamlined Planet Development

Description
Out of date and won't be updated.

Compatible with version 2.0X

It is NOT designed to work with Planet Development Overhaul (another mod of mine). Use one or the other.

Details

- Build on each tile once, and then don't worry about upgrading!
- Production building output is increased via techology, requiring no manual upgrading. Techs that normally unlock buildings are still worthwhile, including unity buildings!
- Physics, Bio and Engineering labs are built directly, but must initially be unlocked via tech.
- Science buildings require a Planetary Administration building or higher.
- Production buildings now have adjacency effects.
- Several new tiers of technology to bridge the tier to the Fallen Empire production buildings.
- 7 tiers of capital cities, now providing planet-wide bonuses and adjacency bonuses to science buildings.
- Unity buildings are removed and have their income applied the capital building. Their tech is still valuable.
- New empire policies for fine-tuning and flavour.
- New planetary edicts for production specialisation and changing tax rate.
- Homeworlds increased to 25 tiles (in a way that doesn't interfere with starting system mods).

Plans
(if there's interest in the mod)

- Greatly expand on the variety of buildings, adding many new effects.
- I have a version offline that has buildings require natural resources.
- Construction of initial buildings could have semi-auto and fully-auto options.
- Option to decrease size of planets at game start for better performance.

Mod Compatibility:

Should work with anything else, though production buildings added by other mods will be overpowered. May have issues if other mods add their own line of capital buildings.

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Feel free to check out my other mods

Gameplay mods:
Planet Development Overhaul
Streamlined Planet Management
Stronger Advanced AI Starts
Larger Galaxy Sizes (adds cores)

UI mods:
Dark UI, Colour Coded Messages, Alernate Icons, Cinematic System UI, Cleaner Galaxy UI.

Graphic Mods:
No Exhaust Trails, Subtle Hyperlane Colour, Purple Galaxy, Red-Blue Galaxy, Blue-Grey Galaxy, Dimmer Core, Galaxies Colours Restored.
22 Comments
ButtJunkie  [author] 21 Sep, 2018 @ 9:37pm 
@Torto - this was just a quick mod I made after I had to put my main project aside. I won't be doing anything more with this, especially since 2.2 will make it reasonably redundant. Fwiw my main project is 'Stellaris Realism' which is in early phase, but is adding a lot of depth.
TortoTheConqueror 15 Sep, 2018 @ 8:24am 
Can you make a seperate that only adds in the policies. I've always liked getting more in depth with my empire.
ButtJunkie  [author] 25 May, 2018 @ 2:24am 
Buildings added by another mod?

Should ponit out I only made this mod because another was on hold waiting for a Stellaris update, and I won't be supporting this one going forward. If you like the streamlined nature and the empire policies etc, check out another of my mods, PDO: steam://openurl/https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1367553125

It's a base version of a much more extensive overhaul that I'm doing that overhauls many of the games mechanics, such as planet development, planetary combat/defence, migration, the resource system, economy, plus much else. Note that it removes the tile and build system, so if you're really attached to your little pops and buildings on tiles, it may not be for you.
Kalisti 25 May, 2018 @ 1:28am 
seems to be an issue though it does work quite well thanks - as you develop the capital some advanced buildings which were allowed for a lesser capital aare no longer allowed.. any ideas what is happening.
Mordrehl 15 May, 2018 @ 8:19pm 
Ok another comment .... love the idea of this mod, played a few decades with it on a biological empire ... then tried my favourite : Machine Driven Exterminator. Science is borked because you can't set it to Balanced (that requires Essential Healthcare).
ButtJunkie  [author] 15 May, 2018 @ 11:31am 
Yes, the buildings don't actually change, they're just assigned the additional production bonus.
Mordrehl 15 May, 2018 @ 11:18am 
Nevermind, I see ... tool tip for the building type doesn't change, but the production does
Mordrehl 15 May, 2018 @ 10:22am 
Question about "Production building output is increased via techology,". I just researched Geothermal Fracking (Mining Network II) ... checking my capital it's still using Mining Network I and the production did not increase?
ButtJunkie  [author] 11 May, 2018 @ 9:58am 
I released this because it was something I've had sitting around for a couple of months basically finished. Thought some people might be interested, so why not release it ;) You can delete the policies if you want. The idea behind 25 tile homeworlds was to keep them the most developed systems in an empire, and in vanilla Stellaris this is one of the easy ways to do it.

I'm not really developing this, I'm working on a much expanded version of PDO (Planet Development Overhaul - another of my mods).

I agree planet specialisation is done better by buildings, but the specialisations were initially added in an early (Feb) version of PDO (which removes buildings), and when I had to shelf that mod, I transfered the policies and edicts over to this one.
Nikal 11 May, 2018 @ 6:27am 
Eh, I'm torn. On one hand I really do like the idea behind adjacent building bonuses and the whole "rewarding good colony planing", but on the other I simply despise the unnecessary planetary edicts and rather boring empire policies. I always considered planet "specialization" something that is done through buildings alone, so planetary edicts that define or boost it just never made any sense to me. The taxation thing also adds needless complexity imho. As for the new empire policies, I feel they only clutter the window since their impact is purely numerical, not at all interesting to me... Also, auto-increasing the homeworld to 25 slots kind of ruins the point of playing some specific starting systems... :steambored:

Sooo yeah. The primary idea sounds very appealing, but some of the additional things the mod does are a no-go for me. :steamsad: