Stellaris

Stellaris

Expert Economy 2.3
117 Comments
Icarus 24 Dec, 2024 @ 10:33am 
Works with 3.14
BLADE 9 Aug, 2024 @ 11:39am 
Those guys testing if this mod's still working are doing the work of God
ranma100 21 Jan, 2024 @ 12:22pm 
Still works OK in 3.10
ranma100 15 Apr, 2023 @ 10:59am 
Still working OK with 3.7
ranma100 9 Mar, 2022 @ 4:29pm 
The edicts expiring early is a vanilla bug with all time limited edicts. So this mod works just fine.
ranma100 25 Feb, 2022 @ 7:25pm 
Looks like a problem with 3.3. The Galactic Feudalism edicts expire after only one day.
Icarus 5 Feb, 2022 @ 11:58am 
As far as I have experienced, it works with 3.2
ranma100 3 Jan, 2021 @ 3:39pm 
This works fine with 2.8.1
Alexa 9 May, 2020 @ 1:10pm 
hows the update coming it's now been many months since your last post??
Scion51 14 Mar, 2020 @ 8:49am 
Update?
DarkVicarius  [author] 28 Oct, 2019 @ 6:04pm 
There will be soon. Some buildings will have to be nerfed so that it's ok when you build many of them, while others will be made Capital-only and retain their powerful bonuses.
Ōkami 18 Sep, 2019 @ 7:02pm 
Is there a fix for being able to build unlimited amounts of the buildings?
Ian H 21 Aug, 2019 @ 7:33pm 
but there are to many building just for your capital
DarkVicarius  [author] 21 Aug, 2019 @ 1:56pm 
The code for limiting buildings to one per empire seems to no longer be supported. I will have to switch all those buildings to Capital-only.
Ian H 13 Aug, 2019 @ 9:14pm 
all empire unique can be build unlimited times
ranma100 18 Jul, 2019 @ 9:18pm 
I am also able to build the welfare center on multiple planets.
Xenos 15 Jul, 2019 @ 2:06pm 
Also the Entanglement Bureau. It can be built in multiple copies, making administrative capacity meaningless.
Surik_at 5 Jul, 2019 @ 10:23am 
i am certain about Welfare Centre and Xeno Assembly, had multiple of those on a couple of planets at once
DarkVicarius  [author] 26 Jun, 2019 @ 7:40pm 
This may have been a bug a few weeks ago, but now I tested with three different buildings and all worked properly. Which buildings were causing the issue?
Surik_at 21 Jun, 2019 @ 1:55am 
Buildings that are supposed to be empire-unique can be built in unlimited amounts even on a single planet
DarkVicarius  [author] 19 Jun, 2019 @ 8:20am 
Mod is updated for 2.3
Surik_at 8 Jun, 2019 @ 5:59am 
Does it work in 2.3?
키으기 19 Feb, 2019 @ 11:12pm 
Thank you I'll use it well
ckoldmail 20 Jan, 2019 @ 7:23pm 
Could you please make the 2.1 version availble as well?
AncientGatekeeper 18 Jan, 2019 @ 9:37pm 
You rock! :D
DarkVicarius  [author] 18 Jan, 2019 @ 9:34pm 
All,

Mod has been updated to 2.2 edition.

I'm still working on converting some other buildings and features I had in my previous version, but the ones listed above in the description are all updated and complete.

Feel free to playtest and offer feedback and balance comments.
Father Catman 11 Jan, 2019 @ 9:19pm 
I would recommend the ability to put more districts or more spots to build, something along the lines.
AncientGatekeeper 11 Jan, 2019 @ 9:02pm 
I say keep what was originally in the mod in regards to buildings. We can better specialise colonies. For example I would put a Research Gulag on either my penal colonies or Thrall worlds instead of my citizen pop planets.
DarkVicarius  [author] 11 Jan, 2019 @ 6:18pm 
Regarding the recent posts:

What do you think the game most needs at this point in terms of buildings, jobs, districts, etc? Right now, Stellaris has become kind of a jumble with a lot of planetary automation and only very few opportunities to select what to build. I'm wondering why add more buildings since there are so few spots to build them in anyway.
Father Catman 7 Jan, 2019 @ 1:50am 
Looking forward to see what's being cooked up!
AncientGatekeeper 27 Dec, 2018 @ 8:26am 
Can’t wait to see what you have in store for us! Thanks for your work!
Cúchulainn 21 Dec, 2018 @ 6:00pm 
Good luck Author! Im thankful for the hundreds of hours you've given us ! Bless you
Altair Aquila 15 Dec, 2018 @ 2:37am 
I'm very eager to see this update, for I have the feeling that we need more buildings
DarkVicarius  [author] 10 Dec, 2018 @ 7:17pm 
It will be updated, but the game is so different now that it will require a lot of rebuilding.
Canderous 9 Dec, 2018 @ 8:41am 
Is this mod going to be updated for 2.2?
Maxinio122 29 Oct, 2018 @ 10:09am 
the omega relay is highly overpowerd i got 350energy and 505 minerals out of one 25 planet and oll organic players don´t have this option
DarkVicarius  [author] 1 Jun, 2018 @ 3:33pm 
@Parse, it means at a cost of your core sector planet limit. So, you'll have to give up a couple of planets from your core sector into a new sector.
DarkVicarius  [author] 29 May, 2018 @ 8:28pm 
Mod updated to game version 2.1

Also check out the new features in my "Ecology & Emergency" update at the top of the page. These changes have been in the mod for some time, but I finally got around to listing them here.
N*rd 25 May, 2018 @ 11:57pm 
@Autor Hey man will there be an update as the game version changed :) greets
DarkVicarius  [author] 18 May, 2018 @ 3:20pm 
@bad coffee, indeed - I'm posting the details of those additions soon.
bad coffee 13 May, 2018 @ 5:09pm 
I take it the corrozine plant, borehole, and other habitability affecting buildings were added recently too?
DarkVicarius  [author] 28 Apr, 2018 @ 3:59pm 
Updated to patch 2.0.4

Also, added a new early game tech that unlocks a new edict - One With Nature - a very expensive one-time edict that adds +1 Ascension perk slots
James Fire 19 Apr, 2018 @ 4:15pm 
Make a unity ambition edict that gives influence?
James Fire 19 Apr, 2018 @ 4:14pm 
Yet you have the magistrate...
DarkVicarius  [author] 19 Apr, 2018 @ 3:35pm 
@Cuchulainn, I've toyed with that idea, but the AI (including sector AI) would have a lot of trouble understanding what to do with a building that costs Unity. In general, it always expects one of the classic resources as a cost and doesn't work well with things like food or unity.
Cúchulainn 19 Apr, 2018 @ 11:10am 
I was wondering instead of making Self Sufficient Communes costing Influence, they can cost Unity instead? I feel like it would make more sense from a RP standpoint and also since Influence is extremely important to expand...
DarkVicarius  [author] 18 Apr, 2018 @ 4:32pm 
NOTE: Mod updated for patch 2.0.3
DarkVicarius  [author] 18 Apr, 2018 @ 4:32pm 
@Kepos, thanks for the feedback. I've reduced the occurrence of those late techs a bit further, but keep in mind that if you have a researcher with Computing specialty, you will get Goliath Protocol earlier. As in the vanilla game, having a matching scientist essentially makes most techs show up one tier earlier.
Kepos 17 Apr, 2018 @ 2:52am 
Fine mod and a great addition. BTW, I get the 'Goliath Protocol' tech offered even in early stages of the game.
Common 10 Apr, 2018 @ 2:00am 
@Chiv Knight.

"Chiv Knight"