Stellaris

Stellaris

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Building Pop Requirement
   
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1.919 MB
6 Apr, 2020 @ 9:08am
12 May, 2020 @ 10:01am
4 Change Notes ( view )

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Building Pop Requirement

Description
Lowers the required number of pops to build a building. For use with other mods that increase the number of building available to be built.

Updated to 2.7.*

If this mod is not working try this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2113744438
4 Comments
claedag74  [author] 15 May, 2020 @ 9:44am 
Cool. I've been waiting for more of the other mods I use to get updated before I try playing again. So I have not actually played on 2.7 yet. I want to try the new version because of the updates to the amoeba and leviathans to see how that plays out but the mods I really want to use have not been updated.

I think the remaining ones were probably not actually effected by the update but you never know. The At War series is the main one I am waiting on now. I would update them myself but my coding is not that good to go in and make sure they work properly (although they probably just need a version update in the descriptor file).
AngleWyrm 15 May, 2020 @ 9:33am 
After several people pointed out that the launcher's reporting is not necessarily accurate, I deleted all things Stellaris and reinstalled the game & launcher. It works again, and no longer reports "missing descriptor" and I can play using this mod on my favorite version, v2.6.2.
claedag74  [author] 15 May, 2020 @ 9:27am 
I uploaded the mod again. I checked and the descriptor file is in there. There was another mod that I am subscribed to that was having the same issue (I can't remember which one now). I believe it is a steam issue.

If it still giving you a problem you make your own mod. All you need is a custom defines file with the following code:

NGameplay = {

POPS_BUILDING_SLOTS = 3 # The amount of pops needed to unlock a new building slot

}
AngleWyrm 14 May, 2020 @ 11:43pm 
Launcher declared "This mod is missing the descriptor file. Please contact the author," and over-rides the enable/disable switch auto-disabling the mod.