Stellaris

Stellaris

Developing Planets - Play Tall!
128 Comments
Mr. Shadow | Folfie 3 Dec, 2023 @ 4:07am 
You know a mod is old when it has tile system from bygone era
Kayo 12 Jun, 2022 @ 7:50am 
thank
Kayo 12 Jun, 2022 @ 7:50am 
DOES IT WORK WITH 3.4.3
Sain† Nosfera†u 27 Apr, 2022 @ 4:23am 
Could you do a French translation?
James Fire 4 May, 2019 @ 1:57pm 
Use a building instead of a star port module?
Caligula Caesar  [author] 4 May, 2019 @ 1:37pm 
I wouldn't even know how to translate it to 2.2
[HARK] Mr. Viking 4 May, 2019 @ 10:16am 
Would love an update for this (or an alternative if someone knows of one) :)
Doom Destroyer 4 May, 2019 @ 4:54am 
man now my planets will be very tall bois now.
Fyren 6 Jul, 2018 @ 6:14am 
Are you going to update the mod fam? :)
Fulgrim 14 May, 2018 @ 10:16am 
Will this still work with 2.0?
Beautiful Bloodlust 20 Apr, 2018 @ 2:27pm 
will this work fine with cultural overhaul or NSC?
James Fire 16 Apr, 2018 @ 11:21am 
Is this going to be updated by you now?
Viion 4 Mar, 2018 @ 12:09am 
Ah, good to know. Thank you. I was wondering if it was out of necessity or out of a sense of good "housekeeping".
Caligula Caesar  [author] 3 Mar, 2018 @ 12:38pm 
@Viion: Someone said that you should put stuff that was meant to replace Vanilla localisations in a "replace" folder. I'm not convinced it is necessary, but I haven't bothered to actually test as I don't normally do that.

@Havelock Vetenari: Thanks! :D I like the name, btw ;)
Viion 3 Mar, 2018 @ 11:47am 
Hey, thank you for your mods. I've been having fun both using your mods for playing, but also deconstructing and learning how to mod.

And on that note I was wondering about the "Replace" directory. Nice catch btw but I was wondering the difference between having l_english_deposits in that directory versus having a l_english file containing just those lines. Not quite sure where to look for the information so I appreciate any pointers.

Thank you, and enjoy you holiday.
Havelock Vetinari 3 Mar, 2018 @ 9:53am 
hey, hope you enjoy the holiday mate! Once again, I've had a lot of good memories with your mods in the past and I want to thank you for that!
Caligula Caesar  [author] 1 Mar, 2018 @ 10:12pm 
I'm on holiday
James Fire 1 Mar, 2018 @ 9:00pm 
Hey CC, is this going to be updated by you?
cniht 28 Feb, 2018 @ 3:42pm 
Does this still work with 2.0 and the new DLC? I know earlier there was some 'testing' that needed to happen, not sure where it stands if it's A-OK or not. Most mods from 1.9 it seems it's a 50-50 shot.
[Q]uik 27 Feb, 2018 @ 2:14am 
168 influence is basically nothing for it actually gives you. Incredibly cheap.
Private Perks 25 Feb, 2018 @ 8:37pm 
No, the edict doesn't cost a dime, I've used it over and over whilst expanding all over the place.
d_valroth 25 Feb, 2018 @ 4:01pm 
The real cost is the Influence. You need a lot more of it in 2.0, it basically means that if you're improving planets it slows your ability to expand and bring additional stellar resources under your control.
Kalisa 25 Feb, 2018 @ 1:47pm 
love the idea of this mob, but 5 energy per month seems awfully cheap, would you consider potentially locking this behind a tech as well as mastery of nature, could make sense, or higher costs for the benifit? maybe an increased cost each time you run it on the same planet? just some ideas ^-^
Caligula Caesar  [author] 24 Feb, 2018 @ 3:25pm 
Yeah, but to be fair you can also find it manually - go to Steam/steamapps/workshop and search for cc_developingplanets
爱让一切都对了 24 Feb, 2018 @ 2:53pm 
Since you hope other developers take over this mod, are you able to upload the mod to github.com ?
KinGG 24 Feb, 2018 @ 6:30am 
Awesome idea big ups homie
Havelock Vetinari 22 Feb, 2018 @ 10:08pm 
just got back into stellaris, just saw this mod and I realized hey, you're that guy who did potent rebellions! nice going on all that, you've done a great job on the more subtle and interesting elements of the game. Love your work, keep it up!
Caligula Caesar  [author] 22 Feb, 2018 @ 6:13am 
It's all a matter of what I want to do. My modding has evolved to be focused very much on being creative and adding cool new events - partly because I don't get to do stuff like that at work anymore so much. That is why I can't really be bothered with this mod. (And yeah every time you try and add something, it just gets more and more complicated, and I'm not really convinced this mod is a good idea balance-wise anyway as it will just create fleet inflation, so I'm not actively working on this mod. If anyone else wants to play around with it, they are more than welcome to).
Johiah 22 Feb, 2018 @ 3:33am 
As far as the synth thing, what about having it check for any organic pops, or something? Or maybe an option in the edict screen?
Caligula Caesar  [author] 22 Feb, 2018 @ 2:39am 
Advance warning on the 2.0 update: Won't come today or tomorrow as I will be otherwise occupied. After that, Dynamic Political Events and Potent Rebellions are very much my priority. I will probably work on them and play some 2.0 over the weekend. If it turns out that nothing needs to be done to update this, I will also do this then, otherwise it will have to wait a week as I'll be skiing next week :P
Trust 17 Feb, 2018 @ 3:06am 
不错的mod
Caligula Caesar  [author] 11 Feb, 2018 @ 10:35pm 
I didn't find a good and simple way to determine that.
Caligula Caesar  [author] 11 Feb, 2018 @ 10:34pm 
That's because synth empires can still have organics.
Johiah 11 Feb, 2018 @ 5:50pm 
I don't know if you are still developing this, but I noticed something today with my synthetic empire. Food tiles that have energy on them are still increasing in food and not switching over to energy, because they are larger than +1. Just a thing to consider.
Palestina Libre 11 Feb, 2018 @ 5:42pm 
I love this mod, thank you so much for this, so simple yet so good.

Caligula Caesar  [author] 10 Feb, 2018 @ 2:00am 
Well actually making compatibiluty is a bit of a black hole, because there's always some or other mod that I have no intention of actually playing that has added a deposit or a building or something.
Mikado 10 Feb, 2018 @ 1:28am 
@Liquidfire
I use the great @Caligula mods. Concerning your crash, please note Using !Ex Overhaul: Planets Enhanced + Legendary Worlds = Crash! I have tested my self ! @ExNihil is aware about this issue and he is working on it so please do not bother other authors everywhere ^^
James Fire 10 Feb, 2018 @ 12:19am 
This looks very interesting. And I see you complaining about time constraints. Hmm... it can't be that hard, can it? You've already done most of the work.
Caligula Caesar  [author] 9 Feb, 2018 @ 4:50pm 
Granted, making this edict cost more for more planets owned would help. It's the motivation I am lacking at the moment. Maybe with 2.0.

I do find that the game devs havw very different priorities to me. I find this fine, so lobg as they make good stuff. Unfortunately, however, the PDX forums have become a fairly unpleasant place to be over the last few months as a modder.
MasterGamer 9 Feb, 2018 @ 1:19pm 
I prefer greater complexity with the option of automization. I am fully aware you cannot do such in Stellaris and the people I pitch this idea to on the forum absolutely try find where I lived and attempted to kill me in real life. No lying, no fooling. So i get it. The developmental team behind stellaris are completely insane and psychotic. And there is nothing you, Caligula Caesar can do about such limitations that hamper on a true vertical rise ascension in gameplay. Nevertheless, good job.
falhxer 9 Feb, 2018 @ 9:20am 
Just say turn or whatever u want. CC, u might be right, stellaris doesnt have any proper way other than edicts to allow to play tall, thats a part of the game is stagnant, maybe in future the devs will provide.
Caligula Caesar  [author] 9 Feb, 2018 @ 6:55am 
It's possible, I know someone else who has done something similar found there can be problems with too many habitable planets close to each other, so FEE is the probably culprit.
henk 9 Feb, 2018 @ 6:39am 
@CC

You are right. But I saw this syntax discussion in several threads. It just got me this time lol


I am running fallen empires extended and zenith of fallen empires + S.E.O

I can imagine that might cause a conflict.
Caligula Caesar  [author] 9 Feb, 2018 @ 6:29am 
Regardless - no reason to moan at someone for saying "turn to day 2", that's just unnecessary. As for your crash, I have no idea. Must be something going on with other mods. Presumably one that changes FEs, buildings and/or deposits.
henk 9 Feb, 2018 @ 5:43am 
In_the_motion

How do you call the changing of days then?

There's not wrong when I say TURNING to day 2, besides it doesn't matter what is written or how aslong as you understand me. (which you apparently didn't read properly, because it's normal English)

@CC
That's too bad, I have removed it. Looked interesting :D
Caligula Caesar  [author] 9 Feb, 2018 @ 5:22am 
Tbh I should probably just remove this mod because I have no intention of actually developing it further as I don't have time and am not interested. Even though it wouldn't be too difficult to do many of the things people are asking for, and if just one person were a bit less lazy, they could just do themselves and get me to update the mod, or just post their own version.
falhxer 9 Feb, 2018 @ 4:36am 
why people are saying turn ??? Just say after 3 or 5 or 1000000 days it crashes....its not a turn based....Some good idea to play tall will be costs regarding number of planets and pops, so wide empires couldnt use it
henk 8 Feb, 2018 @ 4:57pm 
I think this mod crashes when I turn to day 2?
Антимага 5 Feb, 2018 @ 10:07am 
This mod isn't for tall builds: wide empires can use it too, you know. Could you, please, scale influence costs according to planets count?
Chastity the Celibate 3 Feb, 2018 @ 1:37pm 
The ExOverhaul Edicts & AI mod was replaced by ExOverhaul: Core Game Mechanics & AI btw