Stellaris

Stellaris

!!Planet Development Overhaul - See Stellaris Realism instead
 This topic has been pinned, so it's probably important
ButtJunkie  [developer] 2 May, 2018 @ 1:35am
FAQ
If you are curious about something, please check this FAQ first as it'll cover most queries. If it's not here, post in the comments section and I'll answer it then add it here.

- My pops are being deleted!

This is normal. The mod has a limit of 5 pops per planet, to move away from the pop and tile system, and to improve mid-late game performance. The mod doesn't rely on pops so not as many are needed. There are still 5 for compatibility with other mods that use them.

- My pops aren't growing!

They don't. They're spawned periodically up the planet's limit (5 - 8 for homeworlds). State industry, planetary shields and fortresses will spawn a pop to occupy them if there are no free pops available.

- My buildings are being deleted!

All buildings not supported by this mod used to get deleted, but now it's just limited to food buildings as they really upset the mod's balance. Other mods' buildings still aren't ideal if they produce energy, minerals or science, but it's not a serious issue.

- How do I manage infrastructure?

Via the Infrastructure Development empire policy. You have three options - low, medium and high. Each develops planets to a particular level. Choose the best you can afford.

- Why is each infrastructure policy option the same cost?

It's true that they all apply a planet modifier with the same cost (-30% energy and minerals), but the modifier turns on and off depending on whether the planet is being development. The high policy setting requires planets to be in development far more often, and that is what makes it more expensive.

- How do I manage State Industry?

Currently it's restricted to the homeworld, but soon will be patched to be restricted to core planets. Why? So it isn't spammed on all planets, and easily accessible by the player (core worlds). In the future, it will be replaced by a more interesting and interactive system.

- How do I upgrade my capital?

You don't, the mod updates the capital automatically according to the population level. If you accidentally delete it, don't worry, the mod will respawn the capital and within a game year it will be updated back to where it was.

- How do I build fortresses and planetary shields?

Via edict. They'll spawn on a tile with a pop and add planet modifiers.

- What are the shield changes?

It's constructed via edict and is idle by default. Once the planet comes under bombardment, the shield switches on and protects against damage until the shield starts to fail. THe shield has hitpoints and when it gets low in health, it lets increasing amounts of damage through. Once its health reaches zero, it collapses and can't be used again for a few years.

- What are the planetary warfare changes?

Bombardment, invasion and occupation all damages population and infrastructure, at various rates depending on the presence of a planetary shield and the bombardment stance of the enemy. Planets feel the effect of war more significantly than in the standard game - bombardment can set a planet's economy back significantly.

- I can't select the policy option I want!

Hover on the button and see if there are any restricted. Some policy options are restricted to or from certain ethics, and some require progressively moving up or down the options rather than being immediately be able to jump to another inappropriately.

- My planet isn't growing.

Assuming you're not talking about pops, it can take time.

- Various parts of the mod aren't working.

There may be some bugs, but the mechanics have been tested thoroughly - chances are another mod is interfering with it. As of 0.3 the chances of this are much reduced. Please post any legitimate bugs in the bugs thread and they'll be addressed!