Stellaris

Stellaris

Building: Betharian Power Plant - Enhanced
13 Comments
Peter34 12 Sep, 2024 @ 8:39pm 
Thanks for having made and maintained this mod while it was needed.
macubus 11 Jun, 2024 @ 10:19am 
Works like a charm with v3.12 - just overpowered in my opinion.
I tweaked it down a bit.
Thank vou !
Kasspar 22 Sep, 2023 @ 7:03am 
Does the mod work on the new version?
corsairmarks  [author] 15 Mar, 2023 @ 8:35pm 
@Lezzistrata Cheers! Hopefully I'll have everything else updated within a week.
Lezzistrata 15 Mar, 2023 @ 4:49pm 
I played a couple games without this and forgot just how extremely underwhelming the vanilla Betharian is. Was afraid to use this mod because I didn't wanna overwrite the new Zoo, but glad to see its all fixed up!!! :cqhealth:
corsairmarks  [author] 9 Mar, 2023 @ 7:32pm 
With the upcoming Alien Zoo changes that are part of Stellaris 3.7 "Canis Minor" (see Dev Diary 290), the Alien Zoo changes will be removed from this mod once updated for the new game version.
Kateye 12 Feb, 2023 @ 3:07pm 
One thing I've always thought about the Alien Zoo is that it should act like the resort planet and provide a sort of "tourist destination" and provide a small boost to the entire empire. Like +1% Empire Amenities or something. But this certainly helps make the buildings more interesting.
corsairmarks  [author] 13 Jan, 2023 @ 2:58pm 
@Wilmfe23 I'll be adding this and the leisure districts one to Subtle Polish soon. That is my "most of my mods" modpack.
Peter34 13 Jan, 2023 @ 12:05pm 
No. People are going to disagree with the balance of some of his changes, and so if he force-combines them all into one mod, then many fewer people will choose to enable them.
Wilmfe23 13 Jan, 2023 @ 7:25am 
It would be nice if you combined this one with several others. They are all good but they change very little so the mod list becomes very long very quickly.
corsairmarks  [author] 11 Jan, 2023 @ 10:50am 
@Peter34 Life-Seeded is fairly strong, especially if you combine it with Gaia-Seeders. If you want to get back to 15 building slots, check out these mods:
[list]
[*] Basic Planetview: More Districts allows more districts to show, but enables the next one down
[*] Basic Planetview: More Districts & Buildings - this one increases to 15 buildings
[/list]
Peter34 11 Jan, 2023 @ 4:33am 
Another request:

The Life-Seeded Origin getting a boost. It's not truly bad, but... Back when planets could have 15 Building slots, it was pretty okay to have the opportunity to build 1 Crystal Mine, 1 Gas Mine and 1 Motes Mine. You had 15 slots, it made sense to allocate 3 of them. You'd still have 12 left. 13 left if you skipped the Motes (I don't think Motes are super useful)... However, now planets only have 11 slots, and that makes it... squeezy. I don't ever see myself allocating a single Building slot on my Capital to mining Gas or Crystals, when I only have 11 total. It just ain't happening... But it might happen, if the Life-Seeded Origin was modified to give the Capital a Planet Modifier that says +100% output to Gas/Crystal/Mote Miner Jobs, or even +150%. Just a little sweetener, on top of an Origin that is not super attractive.
Peter34 11 Jan, 2023 @ 12:53am 
Thanks for making this mod! I'm playing as Rogue Servitors right now, and will try to enable it, see what happens...