Stellaris

Stellaris

! ! 00 Production Revolution [Abandoned]
427 Comments
Darh 11 Oct, 2022 @ 2:15pm 
你有删除巨型结构的MOD?
jtseyman 17 Nov, 2021 @ 7:40pm 
what happened to the dismantle megastrucures mod?
Kasako'小傘  [author] 5 Jul, 2021 @ 5:55pm 
最新版本请在这里获取 产业革命3.0
Get newest version here Production Revolution3.0
final fantasy 12 May, 2021 @ 4:29am 
为啥没更新呀
Kasako'小傘  [author] 27 Feb, 2021 @ 8:42am 
Reuploaded mod is here, pleae do not leave message here any more. RIP, any new comments will be deleted.
这个mod的重做版在这发布了, 别在这留言了!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2409578462
GK_QJY88 27 Feb, 2021 @ 8:07am 
Here has been deserted,please wait for a new one:steamsad:
spookiesmug 27 Feb, 2021 @ 6:25am 
Those who sullied this mod and moderator deserve the death penalty.
崛起的狼 27 Feb, 2021 @ 4:00am 
失效了
Ranze61 27 Feb, 2021 @ 3:33am 
Fucking hell why all the good mods die like this?
Andromeda 27 Feb, 2021 @ 1:47am 
RIP
Александр 26 Feb, 2021 @ 11:39pm 
Update please
𝓕𝓪𝓷𝓯𝓪𝓷 26 Feb, 2021 @ 4:55pm 
我永远喜欢小伞=- =
Cioran Shrugged 26 Feb, 2021 @ 3:23pm 
小伞 Forever.
zulu9812 26 Feb, 2021 @ 11:29am 
I hope that this isn't the end. Production Revolution is the future of Stellaris, IMO. It's the only mod that effectively addresses the performance issues arising from pops.
Elkstone 26 Feb, 2021 @ 3:31am 
God they really made another "PLZ LIEK FAV!!!!11" gif huh
karakura 23 Feb, 2021 @ 11:55pm 
合金区划二次革命后变成了消费品区划+1
Chocobo-Raider 23 Feb, 2021 @ 9:08pm 
My buildings require me to have 30000, 40000, 50000 POPS before unlocking, is this normal?
ᛣ Munin ᛉ 23 Feb, 2021 @ 3:39pm 
Starnet is below or ontop of this mod? Idk what "ahead" implies
Paper-boxEX 22 Feb, 2021 @ 9:42pm 
反馈个BUG吧,第二次革命不论路线所有的合金区划都会变成消费品区划
Weakest Glue Enjoyer 22 Feb, 2021 @ 4:25pm 
I must be doing something wrong. I have a birch world with my entire population on it. Every job slot is filled, 5 vagabond job filled, but i have 75 unemployed pops. I also have .0016 manpower. Why are pops not converting?
Esther MK.II 22 Feb, 2021 @ 4:37am 
啊……得把自动清理关掉不然就全给蒸发了
Esther MK.II 22 Feb, 2021 @ 4:35am 
我试着把人口缓存岗位拉到0,结果失业也不上岗而且人口检测的时候就都没了……
保罗.穆阿迪步.厄崔迪 22 Feb, 2021 @ 2:49am 
Nice concept, waiting for the more polished version
Alice 22 Feb, 2021 @ 12:44am 
很爽,已经必须开本mod进行游戏了。蠢驴的人口模式sb。

不过目前vanilla修改特定职业产出的好像无效,比如矿工+1矿物产出。
而奴役的加值对于科研点数也有效,甚至直接使用劳务奴隶就行,导致当前版本本来就很强的奴隶暴君成了必选。
seven  [author] 21 Feb, 2021 @ 10:17pm 
@QuantumGhost
不知道
@Underdog
Those vagebonds are working as cache of manpower converting, which will increase performance. And it doesnt means, you will have enough manpower.
Underdog 21 Feb, 2021 @ 4:16am 
A lot of stuff doesn't work with this mod. Ethics, civics, traditons. And for some reason when I have unemployed pops with 5 vagebonds, I still got insufficient manpower. How does this work?
QuantumGhost 20 Feb, 2021 @ 4:40pm 
兼容APSR吗:lunar2019deadpanpig:
Esther MK.II 20 Feb, 2021 @ 6:43am 
@小傘のInfini7ϵ 行吧_(:з)∠)_就等着打补丁了
seven  [author] 20 Feb, 2021 @ 6:25am 
下周更新/ Update next week
@超魔法大狗星
因为缓冲是满的, 这个问题还有待修复
@团长团子团
知道, 以后等更新或者第三方兼容
@Dukkokun
No
@jobrown1187
technologies requrement, see detail on the button
@Black Goat
this mod, just this one. but it need some development.
Esther MK.II 20 Feb, 2021 @ 6:15am 
_(:з)∠)_有空余岗位没人上岗是个啥情况
团长团子团 20 Feb, 2021 @ 2:13am 
舰r的港区球能有生产基数之后,但s飞升还是neo维护。
Dukkokun 19 Feb, 2021 @ 12:14pm 
Am I supposed to be able to build multiple Alloy Factories? The decision for advanced production implies that, but it still is limited to max 1 per planet.
2016 Honda Civic 18 Feb, 2021 @ 8:21pm 
What triggers the first production revolution?
seven  [author] 18 Feb, 2021 @ 4:39am 
@#¿#l∫k_d∞<{s\a*j?y@mΣn/,h
等以后做补丁呗
Uriel 17 Feb, 2021 @ 11:22am 
Ok thanks
Uriel 16 Feb, 2021 @ 2:16pm 
Guilli's Planet Modifiers compatibility??
Uriel 16 Feb, 2021 @ 9:10am 
Load order with planet diversity and its submods??
TTV/COFFENATION 16 Feb, 2021 @ 1:06am 
Do the production modifiers z_pr_production_zro_produces_add = and z_pr_production_dark_matter_produces_add = exist?
逐梦之尘 15 Feb, 2021 @ 9:23pm 
舰R S飞升后,港区仍消耗Neo
GGWP_TAT 15 Feb, 2021 @ 6:36am 
理想城沒有專屬的特殊區劃嗎?感覺改理想城好虧喔
Alastair 15 Feb, 2021 @ 5:33am 
Sorry to ask but I can't really tell if pop traits have a major effect. Like for example say I have a pop trait for more energy will that effect it? And also if I have a trait that reduces consumer good usage does that effect it? If so does it effect it as much?

Since I noticed that the more "pops" an individual pop is representing then the higher the upkeep of that pop becomes due to a modifier. So I was wondering if it has an effect does say the 15% reduction effect it on the same level as if I had that number of pops?
seven  [author] 15 Feb, 2021 @ 4:55am 
@Holzwurm #MaStGrAg
you dont, just leave them alone
TTV/COFFENATION 15 Feb, 2021 @ 4:48am 
Ahh i see, i guess i dont need them on buildings added by mods?
seven  [author] 15 Feb, 2021 @ 4:44am 
@Holzwurm #MaStGrAg
For manpower pops converting, the dummy jobs are just like a 5 pop cacher.
seven  [author] 15 Feb, 2021 @ 4:34am 
@Droiyan7 (Yi, JoonHo)
Let me see....
@酱油仙
...本mod没有那种见了鬼的功能, 除非舰妈把建筑ai权重设置成了0, 那就不是我能决定的问题了
TTV/COFFENATION 15 Feb, 2021 @ 2:23am 
Right now im working on comp patches for ESC, Plentiful Traditions, Legendary Worlds and Planetary Diversity, would be nice to know wich submods of PD are supported :) Really love your mods!
酱油仙 14 Feb, 2021 @ 9:49pm 
这mod直接把舰娘堕落妈的建筑全铲了....
芝士就是力量 14 Feb, 2021 @ 9:05pm 
我永远喜欢小伞!:steamhappy:
Aus1rathia 14 Feb, 2021 @ 8:30am 
- POP damage of orbital bombardment should consider population density of the colony: Large manpower at a small colony should result in a massacre. Something like bombardment damage = (Total manpower + POP) * Devastation / colony size

- Manpower should not migrate or converted to/from POP during the bombardment.


I don't know the current status of implementation, would you kindly care to look at if everything is OK with orbital bombardment at current mod's implementation?
Aus1rathia 14 Feb, 2021 @ 8:30am 
I wonder how orbital bombardment is treated. It would be a chance to fix the vanilla problem of orbital bombardment which is hilariously unbalanced.

The problem is that orbital bombardment is hilariously weak because it is neglected with the balance of pre-2.2 patch tile system - killing 1 POP can be devastating a colony even for max sized (was 25 at that time) planet.


In this mod, orbital bombardment may regain its former glory while reducing lag further as the overall number of POP is dramatically reduced. But it could cause some more lag if not properly dealt with.

- POP damage of orbital bombardment should kill manpower before any POP: Otherwise, it causes manpower to POP convert to every check cycle after a POP died, which cause lag.