Stellaris

Stellaris

Better Planetary Specializations and Industry
35 Comments
PyroMcDips  [author] 8 Jun, 2019 @ 8:48pm 
I'm not up to date completely with the new stuff/dlc, I'll check it out at some point (hopefully soonish)
scott4dges 4 Jun, 2019 @ 7:29pm 
Wondering if this mod is changed/affected by the 2.3 changes for world specialization selections? Do you think these in-game systems conflict now, or do they operate differently/independently?
PyroMcDips  [author] 27 Mar, 2019 @ 6:37pm 
Could look into it sometime, probably by the end of next month, and ty
TheFirstPaige 26 Mar, 2019 @ 3:22am 
I like the idea of this mod. Do you think it possible to include something like this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1657105549 or a patch or something between them? Keep up the good work.
PyroMcDips  [author] 16 Feb, 2019 @ 8:21pm 
Yep for now
TomKazansky 16 Feb, 2019 @ 2:18am 
Ah ha! that means , If i have upgrade to advanced Refineries , Refinery world turn in to other most point world . Am I right?
PyroMcDips  [author] 15 Feb, 2019 @ 9:31pm 
Nope, because they don't count towards the points system

I think I'll add it at some point after I update this again, will have to be a submod or something though, let's see
TomKazansky 15 Feb, 2019 @ 5:59pm 
Does your submod (like Strip Mines and Power Plants) affect planet specialization??
PyroMcDips  [author] 12 Feb, 2019 @ 12:06pm 
It works on a point system. If you build a building or district of a certain category, say a mining district, then it adds a certain amount of points to the mining specialisation. With more of these, however, the points they add scale exponentially, so adding an energy plant to a planet with 6 mining districts won't do much because the mining points will be much higher due to having many more mining districts
Peter34 12 Feb, 2019 @ 10:10am 
The Stellaris Wiki explains how vanilla specializations are calculated. Likely this mod uses a rather similar method.
Thomas Roderick 12 Feb, 2019 @ 3:57am 
Great mod! However, I have one quick question: how are the specializations calculated? Could you please give us a general guideline so that we know how to get out planets buffed for our specialization? Thanks!
PyroMcDips  [author] 16 Jan, 2019 @ 1:11pm 
No but that's a good issue that I'll address soon, thanks for letting me know

Will probably get it out within the next week or so, or at least soon after the next patch/hotfix
Optera 16 Jan, 2019 @ 11:08am 
Does this mod also lift the cap for calculating the specialisation?
In vanilla its almost impossible to turn a 20+ rural world with a decent amount of districts into pure forge worlds since the forge is capped at 10 while districts cap at 20.
PyroMcDips  [author] 19 Dec, 2018 @ 11:52am 
@Dath Fixed, thanks for letting me know
@Morrolon Glad you like it, will work on implementing them soonish
Morrolan 19 Dec, 2018 @ 6:08am 
Love the mod! Can't wait for the capital specializations!
Dath 18 Dec, 2018 @ 10:10pm 
There's a typo in the description for "tech-metropolis". Renownwed instead of renowned. Great mod otherwise.
PyroMcDips  [author] 18 Dec, 2018 @ 7:40pm 
Updated with habitat specializations! Please let me know if there are bugs or balance issues.
PyroMcDips  [author] 18 Dec, 2018 @ 4:49pm 
Yeah except for some like mining and whatnot, I'm thinking mainly research and trade types should be possible, alongside all the industrial stuff
CookieHonstah 18 Dec, 2018 @ 4:48pm 
okay cool thanks. i guess it would make sense for them to apply to habitats as well right?
PyroMcDips  [author] 18 Dec, 2018 @ 4:39pm 
Nope, but I can look into trying to make some, since habitats don't have any specialisations from what I've heard
CookieHonstah 18 Dec, 2018 @ 4:26pm 
does these specializations also apply to habitats?
Choppytehbear 15 Dec, 2018 @ 1:41pm 
Before looking at this mod, I hand't even considered making refinery worlds. It's especially odd since I sometimes work at one lol.
PyroMcDips  [author] 13 Dec, 2018 @ 9:24am 
Yeah definitely, but I'm not sure if it's absolutely necessary. I was thinking about maybe adding some for refinery worlds or something around that. If I do put them in, I'll probably make them optional for those who want it (another mod) and make them equivalent to the postivie buffs (eg. 10% bonus to farming results in -10% to energy and minerals, or maybe an upkeep increase because of whatever reason)
eldiabs 13 Dec, 2018 @ 9:20am 
Have you considered adding negative modifiers to specialized worlds?

For example, since an agriculture world would be covered in farmland, things like mining, refining, research, etc would have no space to grow or improve, and all would receive negative buffs to the planet since? Each level of specialization would receive increasing negative buffs.

Just an idea, but regardless, this is great. Going to use now!
PyroMcDips  [author] 12 Dec, 2018 @ 2:40pm 
It should work for Le Guin. What issue do you have?
Oldhip 12 Dec, 2018 @ 11:52am 
Not for 2.2
PyroMcDips  [author] 11 Dec, 2018 @ 1:05pm 
I did nerf the values for all levels, with the max being 15% for raw resources and 10% for other resources.

That would be possible but it would also be very tedious to code with how the current system works. I do definitely like that idea and I think there's a more simple way to do it but I'll get around to it a bit later. Would still be much more OP than this mod if you were to have a lot of districts or buildings on the world.
Akkadian 11 Dec, 2018 @ 12:52pm 
I understand the instinct to ''go big'' and make things that dramatically alter the game, but unless you're overhauling the entire balance of the game and test it for hundreds of hours then I would make the changes minimal.
The problem now is that default bonuses of 5% are barely noticeable. Increasing that to 10% would make it more noticeable without breaking the balance.
I don't know if this is possible, but i had the idea to keep the default 5%, and instead add a 0.5% bonus per relevant building on that world.
PyroMcDips  [author] 11 Dec, 2018 @ 7:11am 
For raw resources? I think I can agree with that, you do get swamped with a lot of them in this mod. As for processed resources, I'm still thinking on it. Especially for refineries since they don't have any upgrades right now. Planning to make one in around 2 days or so that allows for upgrades (with big upkeep costs though!) so I'll think about rebalancing then.
PrinceJonn 11 Dec, 2018 @ 6:59am 
Well I feel that 20% bonus for resources is a bit too good, y'know? Maybe having it start at 5% and moving up to 10% (maybe 15% at best?)
PyroMcDips  [author] 11 Dec, 2018 @ 6:54am 
For which resources? Will consider it for sure
PrinceJonn 11 Dec, 2018 @ 2:32am 
I agree that the balance is a bit off. I think it would be better to have increments of:

6% - 8% - 10%
3% - 6% - 9%

What do you think?
PyroMcDips  [author] 10 Dec, 2018 @ 6:37am 
They were 5% originally but I buffed them up to see how it would go. I suppose I agree since with the specialisation + techs it becomes 20% in itself and that's a good bonus for them. Thanks for your input.
Akkadian 10 Dec, 2018 @ 3:55am 
Currently the advances resources (alloys & consumer goods) are measures that slow down 'snowballing', and that's a good thing. I find the 5% bonus to be too small, but the 15% in your mod is too much IMO, and with techs for an additional 20% it becomes too easy.
I would let specialized worlds at 5% and then 10% at much higher level, but no further. And the techs, I'd reduce them to 5% and make them a bit expensive.
Iron Kitty 9 Dec, 2018 @ 4:05pm 
Thanks!