Stellaris

Stellaris

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Theta / Metropole (23.9)
   
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1.438 MB
29 Jul, 2023 @ 3:12am
17 Jun @ 12:54pm
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Theta / Metropole (23.9)

In 1 collection by Panda
Theta / Tense Galaxy
21 items
Description
The mod makes empires less homogeneous and pop living conditions more important.

Individualist Empires

Depending on the distance from the capital, all colonies will be marked as:

- Metropolitan Worlds (within 4 jumps).
- Peripheral Worlds (beyond 4 jumps) - will have maluses.

> Social Environment

Planets will get various modifiers based on social conditions.

Random good or bad incidents will happen on planets to spice things up (no player interaction).

> Planetary Government

Planets will get the Planetary Government modifier based on popularity of the local government.

> Planetary Decisions

- Restrict Mobility - disables automatic migration to and from the planet.
- Civilians Are Welcome - attracts civilians to the planet.

Gestalt Empires

Depending on the distance from the capital, all colonies will be marked as having:

- Perfect Coherence (within 4 jumps).
- Strong Coherence (within 8 jumps) - will have maluses.
- Moderate Coherence (beyond 8 jumps) - will have increased maluses.

Localizations

- Chinese
10 Comments
HIRAMPLAS6 7 hours ago 
It would be great to have a technology that increases the allowed number of jumps from the capital before penalties apply. That way, empires spanning half the galaxy could manage their territories more effectively
Panda  [author] 18 Jun @ 12:03am 
eqN, thanks :)

It was an internal update.

I think that it is important to have a difference between Metropole and Periphery and 25% malus is not that big actually.

Planet government popularity is partly random and is based on Happiness and Stability.

In short, thera are 3 pools to randomly select with different weights:
- more than 75 happiness : [trusted, popular, satisfactory]
- more than 50 happiness : [popular, satisfactory, unpopular]
- less than 50 happiness : [satisfactory, unpopular, hated]
eqN 17 Jun @ 1:10pm 
Just picked this mod up last night. Enjoying it thoroughly so far. All few things:

The difference between 4 and 5 jumps from Capital seems rather extreme with Individualist empires for how large of a malus it is. I'd love if there was more of a gradient based on number of jumps rather than a huge effect right away personally, but regardless I think it's a fantastic system.

How is the popularity of each planet's government determined? I thought maybe it was the ethic of the governor/sector governor but couldn't pinpoint a correlary on my little bit of testing.

Love everything else about the mod. It's amazing.

Any notes for your updates to the mod today? Just wanna know what to look out for.
Panda  [author] 29 Jul, 2024 @ 12:42pm 
Regnion, periphery starts after 4 jumps from the capital. No refinery Centers. Populous Core Worlds increase unity output.

Bonuses and Maluses are just some various planet stats.
Regnion 27 Jul, 2024 @ 12:40pm 
What are the bonuses and maluses? Will there be Refinery Centers (crystals, motes, gas), Agricultural Centers, Cultural Centers? How many jumps until we enter the periphery vs. core worlds?
Panda  [author] 10 Nov, 2023 @ 11:46pm 
@samsockeater Relic Worlds are the worlds with special bonuses and history, Tomb Worlds are more generic.
samsockeater 10 Nov, 2023 @ 2:07pm 
seems like eccumenopoli should be degrading into relic worlds rather than tomb worlds
Panda  [author] 20 Aug, 2023 @ 11:07pm 
@StarWarrior50 the mod uses planetary modifiers which are independent from other game mechanics but interact with them.
Commander Star 20 Aug, 2023 @ 11:52am 
Is the pop decline affected by the scale that allows the player to maximize pop growth? I always had to crank it to max growth due to feeling it being a bit slow under normal settings. I don't want the decline to increase as well.