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Rapporter et oversættelsesproblem
https://www.youtube.com/watch?v=rGhvtj921fw&list=PL8mqLzXfOr_wPRx-4WZvi-iDe_C89Fmve
My industry just instantly gos to slum from good direcly after a couple of days.
How tro develop or why is this happening?
@Der Shredder - tech added by other mods will still appear, although they may cause balance issues or not be useful at all. All vanilla tech is technically in the game but locked, and a fair amount of it is still researchable or unlocked via other tech.
It covers more features than the previous one (several things got added in this week), but it's just supposed to be a quick rundown of changes. I'm doing a series of videos that discuss parts of the mod separately. It's easier to make and watch a handful of 5min videos that trying to fit it all in one video (which may be too long for some!).
I've got a colonisation, population and migration vid coming out later today.
It's out of date despite only being a week old as I've done a lot of work since. I'm doing another preview vid today that's up-to-date and covers much more (the vid in the link doesn't really explain how the player can interact with the population or economy).
pls fix that.
Love the premise.
It doesn't even bloody work properly and I *still* love the premise.
Wait, that's too positive for Steam right?
༼ つ ◕_◕ ༽つGib 2.1 ༼ つ ◕_◕ ༽つ
@mefistofeus - no idea, but it's definitely not going to be just days, so I'd start a new game with whatever other mods you want to try out. I'll release another preview of the mod soon so people can see the direction it's taking - it's evolved pretty significantly over the last month, and the current preview vid is very out of date.
I tried changing it myself, but i don't understand enought about modding to get it right.
Kinda a light version
@risaot - Works with CGM, though building mods unbalance it. Next version won't allow buildings at all - it'll have it's own system (with a self-developing private sector, and state facilities).
Coming to a theatre near you soon.
b) well you dont need buildings :D
How is it going?
The forum overall hosts most of Stellaris' major mods, and I release a lot of work-in-progress, thoughts, suggestions etc there.
The next version is a massive overall that goes far beyond the scope of this mod - they don't have much in common apart from the population and infrastructure systems, and empire policies.
Sidenote, I find AI spamming habitats somewhat negates the fewer pop/tiles setup in this version, it probably doesn't help that I've been playing with the difficulty turned up a bit.
https://www.youtube.com/watch?v=F6dgT_MF698&
- Armies function normally.
- There is technically one pop per planet, so one faction per planet. Factions play out normally, just with less groups for smaller empires, and each 'conversion' is more significant. If and when Paradox introduces the new pop & development system, I'll allow more pops again. The reason I won't now is to disable buildings.
- Immigration affects population. Yes, attracting migrants can significantly boost growth.