Stellaris

Stellaris

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Resolutions Expanded
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File Size
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5.423 MB
24 Mar, 2023 @ 4:11am
8 May @ 1:28am
44 Change Notes ( view )

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Resolutions Expanded

In 1 collection by Gordon_CMB
CMB's Galactic Community
3 items
Description
Have you ever thought the amount of resolutions in the game is too underwhelming? Never fear, this mod adds around 50 new resolutions, ranging from simple cultural changes to extending your grip over megastructures!

The mod includes 5 new categories with at least 2-3 new subcategories each! Each category focusing on different aspects of the Galactic Community. The mod also additionally adds a couple new events, buildings, policies and even technologies, alongside traits for you gene-tailoring lovers out there!



















Additional changes and notes
  • To accomodate for all the new resolutions, all the senate-related timers have been greatly reduced. For example, the recess is only a year-long, and the resolution stays for about 600 days on the floor before being passed
  • If you want to include a translation from your language, please contact Gordon_CMB#4841 on Discord!
  • No DLCs are required, but for a greater experience I highly recommend installing Federations and/or Overlord!
  • The mod should be okay to install mid-save, as I haven't detected any issues when testing

TRANSLATIONS
  • English - How do I put it...
  • Russian - Maintained by Gordon_CMB. Completed
  • Portugese - Maintained by Pisadinha/Berenoy. Completed
  • German - Not implemented. No translator
  • French - Not implemented. No translator
  • Spanish - Maintained by Ekinox. Completed 100%
  • Polish - Not implemented. Maintained by Pakucza. WIP
  • Simplified Chinese - Maintained by sunxyw. Completed
  • Korean - Not implemented. No translator
  • Japanese - Not implemented. No translator

Once again, I will be extremely grateful to see if anyone is willing to help out with the translations, I'll credit you as an author! Your services will be appreciated :D

COMPATIBILITY
This mod has the resolutions in separate files compared to vanilla and as such, should be compatible with other mods that add more resolutions. Please be aware that all of the mods have been tested with Resolutions Expanded on top of the mod load order! Depending on the position of your mods, the results may vary. The current mods were tested:
  • Galactic Community++ - Partially Compatible. Resolutions from both mods work and appear proper, but the Resolutions Expanded resolutions appear without a category
  • Superstates - Fully compatible. I mean, I made both mods sooo
  • Expanded Espionage and Diplomacy - Potential problems. Several reports stating that running this mod and Resolutions Expanded removes certain Custodianship resolutions. It's unclear why but tread carefully
  • Dawn of the Republic - Potentially fully compatible. Resolutions do not interfere with each other
  • New Galactic System Ever Universe's version - Fully compatible. Resolutions do not interfere with each other
  • z Expanded Traits, Civics, Pops, and More - Potentially fully compatible. There was an issue with policies but is now currently resolved

Even then you should still be aware of potential issues when playing with several mods, especially the balancing! While Resolutions Expanded runs fine on itself when installing it onto an existing save game, issues might arise when installing new mods. Be vigilant and always back up your saves to avoid such problems!

That is all, enjoy!
If you find any issues or bugs, please do notify me! I'm still a new modder
The mod will be worked upon, and the final two resolution categories are to be added in future updates, stay tuned!
Also, if you have any issues with balancing or suggestions for additional resolutions, also do let me know, I highly appreciate your feedback :)


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Popular Discussions View All (2)
104
8 May @ 12:38am
PINNED: Post your suggestions here!
Gordon_CMB
89
23 May @ 6:07am
PINNED: Bugs, issues and balancing
Gordon_CMB
340 Comments
Gordon_CMB  [author] 20 Jun @ 4:36am 
@alankraskow Thanks for the feedback! Yeah I'm still not used to the way the pop system was changed, and the Monument might still use older values. I'm still planning to comb through the buildings in both Superstates and RE to update all of them properly for the new system, and this does include the Monument, I'll probably nerf it a little so the production isn't as extreme :')
alankraskow 19 Jun @ 7:57pm 
Hi @Gordon_CMB, I love your mod but I have a bit of feedback about building_unity_farm. In my current gameplay it produces base 8550 unity, which is insane amount on it's own. But the fact that there is no empire limit for that building, and the fact that there are multiple unity bonuses, both in vanilla and in other mods is resulting in astronomical unity production. I have build it on 4 planets and my current monthly unity production is at almost 150k

Each of them after added bonuses produces 35140 unity per month...

I mean, I don't mind playing op, but that just seems completely broken, because I'm surpassing any empire in such a rapid speed the snowball effect is turning into avalanche effect lol

And just for comparison, the vanilla Heritage Site building, has base 38 and with the exact same bonuses is producing 156 unity.

Thought I let you know, in case you would like to maybe tinker it a bit. Cheers!
Gordon_CMB  [author] 19 May @ 5:57am 
@GBL20K Heya, sadly I don't keep older versions of my mods on my disk :')
You can however find all older builds over on sites like skymods (although I do have to warn to be cautious around such sites as well)
GBL20K 19 May @ 4:36am 
3.14?
Old Man 6 May @ 1:37pm 
Getting a weird bug with 4.0.3/Biogenesis. From the empire creation screen, when choosing a ship set, if I select one of the Bio Shipsets there are only 9 to view where there should be 12 (Titan, Juggernaut and Colossus are missing).

Also did a quick test using the console to unlock all tech (also took Colossus AP and completed the situation) and confirmed that the mod currently prevents the Bio Shipsets from getting Titans, Juggernauts or Colossi, but can still get Ion Cannons.
Hoche Neuwied 30 Jan @ 3:30am 
The Furred Cheese: If The Machine Age is enabled then you can't build Dyson sphere directly, but a Dyson swarm can be upgraded to Dyson Sphere Stage II. https://stellaris.paradoxwikis.com/Megastructures#Dyson_Swarms_and_Dyson_Sphere
Grand Cheese Wedge 26 Jan @ 9:38am 
Actually I just realized you can't build dyson sphere's from frames outright anymore, they have to be upgraded from a dyson swarm so I honestly have no idea unless its some kind of mod incompatability?
Grand Cheese Wedge 26 Jan @ 9:33am 
I'll also test out building a dyson sphere from the frame rather than upgrading a swarm and see if that works.
Gordon_CMB  [author] 26 Jan @ 9:25am 
@The Furred Cheese Oh, I think I see now. A Dyson Sphere upgraded from the Swarm could be considered a different entity entirely. The mod was made before Dyson Swarms were a thing, so only the regular Dyson Spheres, built from the frame (not the Swarm) can be upgraded. I'll take a look at this issue at some point to check if that's indeed the problem 🤔
Grand Cheese Wedge 26 Jan @ 8:24am 
@Gordon_CMB Yes I have the technology, and have built several dyson spheres up to 100% capacity, but for some reason I never get the upgrade option to upgrade it again to be habitable. Currently my empire has 8 dyson sphere's at 100% capacity, but none give an option to make that final habitable upgrade. The AI empire next to me I captured a chunk of their space and they had 1 habitable that I was able to capture, and 1 that had an option to upgrade to habitable but none of the ones that I had built up from original swarms could upgrade.