Stellaris

Stellaris

The Utopian Dream (2.3)
41 Comments
Strife 13 Aug, 2020 @ 11:48pm 
just wondering tho does this even need a real update or just version nummber ?
CHOO CHOO 31 Mar, 2020 @ 8:12am 
Yeah, I'm sad every time I look at the lackluster vanilla perks. Good luck with your real life, though!
Zaldure 28 Mar, 2020 @ 2:38am 
i like your mod, hope it will be updated :)
Grim 20 Mar, 2020 @ 11:42pm 
any plans to update to 2.6? they did fix a bit of the launcher issues with mods a few weeks ago and 2.6 brings about some major game changes i hear
MuMurilo 16 Feb, 2020 @ 12:36pm 
Ey guys unpack the mod from the zip and install it on the /Paradox Interactive/Sellaris/mod folder. Got it working again this way.
AlphaAsh  [author] 16 Feb, 2020 @ 6:09am 
There will be no update for 2.4 or later in the immediate future. I am not currently modding Stellaris as I need more time to commit to commercial projects (I'm skint) and managing some health issues.

This mod may be updated once the issues with the launcher, mod management and updating mods on the workshop have been resolved. This will still depend on whether I have the time, once that's happened.

Any queries regarding the launcher, mod management and the issues that now exist with updating mods on the workshop, should be directed to PDS/PDX. They are not my problem.
Shadowed Kalibur 11 Feb, 2020 @ 2:07am 
Oof... welp ill keep i like on this hope to see it again
MuMurilo 7 Feb, 2020 @ 6:34pm 
Update this mod pleeease, it's so good but stopped working. Issue described by Kurt.
Lord Nobody 13 Jan, 2020 @ 5:23am 
Same issue here.
Kurt 10 Dec, 2019 @ 10:02am 
I don't know why but i'm getting the 'something looks wrong with the downloaded files.' warning only for this mod and unsubscribing and resubscribing doesn't seem to help, any help with this would be appreciated.
SSS-class Warlock 18 Sep, 2019 @ 2:01pm 
I think Bernos made a really good suggestion there
Bernos 8 Sep, 2019 @ 10:55pm 
+25% alloy production is a bit much for master builders. It is already a super strong ascension perk giving an effective 150% build speed on megastructures. Maybe instead of +25% alloys, just make it something like -25% megastructure build cost. It would fit with the theme better and not make it extreamly advantages for military builds.
K3vo™ 8 Jul, 2019 @ 3:38pm 
hello there, would you consider removing the restrictions from galactic wonders so you can pick it without an finished megastructure? i couldnt pick it after 2 built science nexi and 1 art megastructure... i made a modified version of youre mod for me and my friends but i would need to check for changes from the original all the time
AlphaAsh  [author] 24 Jun, 2019 @ 10:55am 
Because you're using a mod that has Enigmatic Engineering unlock the Mega Art Installation. I think they fit together.
Aether 24 Jun, 2019 @ 10:47am 
Why does the Enigmatic Engineering unlocks the Mega Art Installation tech ?
Because I don't think they fit together.
Robo 15 Jun, 2019 @ 9:50am 
You are a fair and reasonable developer, Alpha. Also thanks for your hard work on this. <3
苏白 14 Jun, 2019 @ 1:30am 
Anyways, thank you for taking the time to write the reply
AlphaAsh  [author] 14 Jun, 2019 @ 1:26am 
There was a time when I enjoyed teaching how to mod the game, and I was an advocate of getting others modding the game. Paradox failed to support that, I feel, and due to time constraints and abuse of my availability I found it a misguided goal in general.
AlphaAsh  [author] 14 Jun, 2019 @ 1:23am 
Not my problem.
苏白 14 Jun, 2019 @ 1:21am 
yeah, I tried, but it seems not a lot people there
苏白 14 Jun, 2019 @ 1:20am 
I did add the empire modifier by events and on_action.
https://steamhost.cn/steamcommunity_com/profiles/76561198203335432/screenshot/782978301166354246
but I want this modifier hidden
AlphaAsh  [author] 14 Jun, 2019 @ 1:19am 
There are numerous places you can go with modding questions, including workshop discussions, a reddit sub and Paradox has a sub-forum dedicated to Stellaris modding. There's a few discord servers with communities specialising in it also.
AlphaAsh  [author] 14 Jun, 2019 @ 1:17am 
You can mask empire modifiers now, although I've not looked into the how. It looks to be a new feature with 2.3. Empire modifiers can essentially be grouped (like other static modifiers) and then that group given a label, which is what is displayed in the government screen. However, it's usually broken down in the tooltip iirc, so not sure if you can prevent that.
苏白 14 Jun, 2019 @ 1:14am 
Actually, i do have a question, but it's not about this mod. Would kindly tell me is it possible that add a empire modifier but it won't show on the government screen. I tried to add a hidden megastructure build speed modifier, and no luck to make it work
AlphaAsh  [author] 14 Jun, 2019 @ 1:14am 
Being able to allocate resources to a megastructure project earlier, as an alternative to other allocations of resources. For example, compromising on infrastructure and fleet, in preference to getting a megastructure operational. Giving you more reasons to make sacrifices to go alloy focused. Providing a reward for the willingness to delay research in an area, of other important tech, for some time.
CrazyZombie 14 Jun, 2019 @ 1:08am 
Ok, seems fair - your mod to work with (and great one, btw).

So-o-o, what is you current gamedesign vision of megastructures in your mod? Like, being able to focus on 1-2 during midgame?
AlphaAsh  [author] 14 Jun, 2019 @ 1:02am 
I did reject the friend request, yes.

If you have an enquiry about the mod, ask here. I don't blindly accept friend requests.
苏白 14 Jun, 2019 @ 1:01am 
ADD FRIEND
Error adding friend. Please try again.
sorry about the random guess, but I got error every time I tried to add you
AlphaAsh  [author] 14 Jun, 2019 @ 12:59am 
If I'd blocked you I wouldn't be able to read that comment.
苏白 14 Jun, 2019 @ 12:54am 
Hi, I sent you a friend request to ask something about mod, and I think you just rejected and blocked me. That's not really nice
AlphaAsh  [author] 13 Jun, 2019 @ 9:09am 
Yes. However that's not what I want to do with the mod.
CrazyZombie 13 Jun, 2019 @ 8:49am 
And is it possible to make tiers 2 and 3 of megastructures cost too much so that they simply go over resource capacity until we get techs of megaengineering? This way we can build tier 1 of chosen structure and , well, stop until we have techs which will lower cost of next steps? Ofc, this way you need to somehow go around restriction of megastructures number, being actively built.
AlphaAsh  [author] 13 Jun, 2019 @ 12:21am 
That.
requiemofreason 12 Jun, 2019 @ 7:23pm 
@cake4952 I think the intention is to give a bonus specifically to ships that are outside your borders. However, there's not specific modifier for that, so a workaround is to give the bonus to ALL your ships, and then cancel that bonus out for ships that are inside your borders.
Legit-Rikk 12 Jun, 2019 @ 7:04pm 
Why does galactic force projection have a negative? The whole point of ascension perks is that... they're supposed to be perks.
MixedMethods 10 Jun, 2019 @ 12:55pm 
Awwwwwwww yiss
Gavril 10 Jun, 2019 @ 10:22am 
Gotcha. Thanks
AlphaAsh  [author] 10 Jun, 2019 @ 9:39am 
After researching mega-engineering. Which is a late game tech. That pre-requisite for techs isn't changed, the perks just mean you ignore that requirement and unlock the techs earlier.
Gavril 10 Jun, 2019 @ 9:08am 
sooo, with the 2.3 patch most of the mega-structures are available via research without using a perk slot. Does this make these perks mandatory for these mega-structures again? Or does it give the tech option? Or does it make the techs redundent (however you spell that)?
Zaldure 10 Jun, 2019 @ 5:53am 
thx!
Jeb 10 Jun, 2019 @ 4:03am 
that was quick, thanks for the great work.