Stellaris

Stellaris

!!Streamlined Planet Development
22 Comments
ButtJunkie  [author] 21 Sep, 2018 @ 9:37pm 
@Torto - this was just a quick mod I made after I had to put my main project aside. I won't be doing anything more with this, especially since 2.2 will make it reasonably redundant. Fwiw my main project is 'Stellaris Realism' which is in early phase, but is adding a lot of depth.
TortoTheConqueror 15 Sep, 2018 @ 8:24am 
Can you make a seperate that only adds in the policies. I've always liked getting more in depth with my empire.
ButtJunkie  [author] 25 May, 2018 @ 2:24am 
Buildings added by another mod?

Should ponit out I only made this mod because another was on hold waiting for a Stellaris update, and I won't be supporting this one going forward. If you like the streamlined nature and the empire policies etc, check out another of my mods, PDO: steam://openurl/https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1367553125

It's a base version of a much more extensive overhaul that I'm doing that overhauls many of the games mechanics, such as planet development, planetary combat/defence, migration, the resource system, economy, plus much else. Note that it removes the tile and build system, so if you're really attached to your little pops and buildings on tiles, it may not be for you.
Kalisti 25 May, 2018 @ 1:28am 
seems to be an issue though it does work quite well thanks - as you develop the capital some advanced buildings which were allowed for a lesser capital aare no longer allowed.. any ideas what is happening.
Mordrehl 15 May, 2018 @ 8:19pm 
Ok another comment .... love the idea of this mod, played a few decades with it on a biological empire ... then tried my favourite : Machine Driven Exterminator. Science is borked because you can't set it to Balanced (that requires Essential Healthcare).
ButtJunkie  [author] 15 May, 2018 @ 11:31am 
Yes, the buildings don't actually change, they're just assigned the additional production bonus.
Mordrehl 15 May, 2018 @ 11:18am 
Nevermind, I see ... tool tip for the building type doesn't change, but the production does
Mordrehl 15 May, 2018 @ 10:22am 
Question about "Production building output is increased via techology,". I just researched Geothermal Fracking (Mining Network II) ... checking my capital it's still using Mining Network I and the production did not increase?
ButtJunkie  [author] 11 May, 2018 @ 9:58am 
I released this because it was something I've had sitting around for a couple of months basically finished. Thought some people might be interested, so why not release it ;) You can delete the policies if you want. The idea behind 25 tile homeworlds was to keep them the most developed systems in an empire, and in vanilla Stellaris this is one of the easy ways to do it.

I'm not really developing this, I'm working on a much expanded version of PDO (Planet Development Overhaul - another of my mods).

I agree planet specialisation is done better by buildings, but the specialisations were initially added in an early (Feb) version of PDO (which removes buildings), and when I had to shelf that mod, I transfered the policies and edicts over to this one.
Nikal 11 May, 2018 @ 6:27am 
Eh, I'm torn. On one hand I really do like the idea behind adjacent building bonuses and the whole "rewarding good colony planing", but on the other I simply despise the unnecessary planetary edicts and rather boring empire policies. I always considered planet "specialization" something that is done through buildings alone, so planetary edicts that define or boost it just never made any sense to me. The taxation thing also adds needless complexity imho. As for the new empire policies, I feel they only clutter the window since their impact is purely numerical, not at all interesting to me... Also, auto-increasing the homeworld to 25 slots kind of ruins the point of playing some specific starting systems... :steambored:

Sooo yeah. The primary idea sounds very appealing, but some of the additional things the mod does are a no-go for me. :steamsad:
ButtJunkie  [author] 3 May, 2018 @ 6:21pm 
https://discord.gg/xmxnFbm

- Pretty busy Stellaris modding discord, many popular mods on there.
mk-fg 3 May, 2018 @ 11:33am 
@ButtJunkie
Do you have pdx forum acc or somewhere on discord by any chance?
No spam, I promise :)
ButtJunkie  [author] 3 May, 2018 @ 9:28am 
The SPD buildings won't work without their capital buildings, so that leaves removing the PDO capitals.

Go into events/build and delete the build.5 and build.10 events. The first prevents capitals from being updated, and the second will prevent PDO capital buildings from being built on new colonies. This will still leave the original capital building on the homeworlds, though that isn't the end of the world.

*This is off the top of my head, not guaranteeing there's nothing I'm missing!
lifescout424 3 May, 2018 @ 8:31am 
Is there a way to ake this and PDO more compatible? Like could I remove the line of capital buildings from one of the mods?
ButtJunkie  [author] 3 May, 2018 @ 5:34am 
They're just minor bonuses that I thought would be cool to add. The AI won't lose much from not using them, it's more for those that want to plan every detail of construction strategy.
Toaster 3 May, 2018 @ 5:22am 
I really like the idea behind this. Adjacency bonuses are one of the things the AI doesn't cope well with, though. Do the adjacency bonuses in this mod necessarily add a lot?
ButtJunkie  [author] 3 May, 2018 @ 4:33am 
Well not competely, it would just be horribly imbalanced (each mod has its own line of capital buildings, and using both mods will allow both lines on the same planet, which would be ridiculously powerful).
ButtJunkie  [author] 3 May, 2018 @ 4:28am 
Completely incompatible. I should mention that.
lifescout424 3 May, 2018 @ 4:21am 
I love your Planetary Development Overhaul mod. Is this mod designed to work well with it?
Chastity the Celibate 3 May, 2018 @ 3:21am 
Ok, cool.
ButtJunkie  [author] 3 May, 2018 @ 3:19am 
They could be if this mod generates interest. I have plans to expand it if it does, such as including more varied lines of buildings and releasing the resource component (also, pretty much finished).
Chastity the Celibate 3 May, 2018 @ 3:07am 
Interesting concept, I like the idea of new capitals and unity buildings being in the capital. Will EUTAB buildings be supported? Just a question.