Stellaris

Stellaris

!Stellaris Realism - Don't try with 2.2 yet - I'll update this name when it's ready!
ButtJunkie  [developer] 20 Oct, 2018 @ 8:05pm
FAQ
I don't see pops, tiles or buildings?

You're not supposed to, the mod doesn't use them. This origin of this mod (a previous mod), was to replace the pop and tile system, but with the changes coming in 2.2, vanilla planet mechanics will be adapted to the mod.

How do I colonise?

You can colonise manually like in the base game, but you'll notice that many red icons pop up on planets everywhere within (and just outside of) your borders. This is the mod's autonomous colonisation system. This is supposed to represent the many smaller colonies that will develop throughout an empire over time. Soon, a mechanic will be added to allow these colonies to be 'promoted' to a core world (a vanilla-style economy) when they reach a certain size as long as there is room within the system cap.

The resource icons disappear?

They are removed when industry starts mining them. You'll notice that the resource icon disappears, and an industry icon replaces it.

My industry doesn't keep up?

While individual industry will vary, what is important is that the economy overall can provide enough of a tax base to cover your expenses. If you can have decent budget policies settings, a reasonable fleet, and a tax rate preferably below 70-80%, industry is keeping up :)

Where should I set the tax rate?

Below 40% doesn't really bring benefits, and 60-70% or higher may negatively affect economic growth. I'd leave it at 50% unless you feel you really need to increase it.

I can't balance my budget/make lots of credits?

Lower your budget policy settings, increase taxes, reduce fleet size. Try to keep standard of living decent to prevent order and economic efficiency from slipping.

The mod is about compromise - you may not be able to max everything, so be prepared to settle for less than max policies, a smaller fleet size etc.

I don't get enough minerals?

You can use minerals for ships, but the intended method of purchasing ships is via the mod's military tab on the top bar. This prices ships in credits. Minerals are there for those that want to build using starbases and the fleet manager, and for various other things that can't be priced in credits (vanilla restricts ships, stations etc to be priced in minerals).

Are traits, civics, traditions, leader traits etc usefull

No, mostly useless at this point. Hopefully with the adapation of the 2.2 planet mechanics, most of these will be practical again.

I've also toyed with getting rid of these and just providing gameplay bonuses based on action. So we can still define our empire, but based on how we are leading it, rather than pre-defining it.

Why are mining stations so expensive?

Lazy way of 'disabling' them. They're redundant now, and I'll properly disable them in the next version.

Why do my science deposits disappear?

Science output is currently flat and there are no tech research penalties due to pops, colonies, systems etc, so science deposits would unbalance this. I could make them give stored research, but the easiest way would be to convert them into a sort of industry of their own, with each location providing a small boost.
Last edited by ButtJunkie; 22 Oct, 2018 @ 5:23pm
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Showing 1-15 of 23 comments
Mittence 21 Oct, 2018 @ 6:53pm 
I have a question: Why do mining stations cost so much?

Image: https://i.imgur.com/rkmFCbL.png
ButtJunkie  [developer] 22 Oct, 2018 @ 2:59am 
It was a temporary, lazy way of disabling them (as they're redundant). I'll do it more cleanly in the next update :)
kerrigan1603 25 Oct, 2018 @ 3:38pm 
@ButtJunkie How will the Megacorp DLC effect this mod?
ButtJunkie  [developer] 26 Oct, 2018 @ 1:20am 
No idea yet, don't really know much about it. 2.2 in general will have a significant effect though.
kerrigan1603 26 Oct, 2018 @ 11:51am 
Thank you for answering my question. Here's a video if you want to know more. :)

https://www.youtube.com/watch?v=7u_dBjqTmts
Last edited by kerrigan1603; 26 Oct, 2018 @ 11:51am
ButtJunkie  [developer] 26 Oct, 2018 @ 10:03pm 
Not sure yet. I'm allowing the 2.2+dlc mechanics by default, although some of it will be altered (buildings, districts, removing leisure etc). I don't want to replace everything on planets, because they fit the mod's core planets well (hands on management for a handful of planets within the empire).
kerrigan1603 27 Oct, 2018 @ 3:56pm 
Glad if i could help in any way.
DreadHedgehog 9 Nov, 2018 @ 3:14pm 
I have problem. I'm in a war with my neighbour, but I can't conquer him completely, as some of his colonies are on uninhabitable planets (2 asteroids and barren moon), so I can't land armies. Any idea how to cope with this?
ButtJunkie  [developer] 11 Nov, 2018 @ 8:20pm 
I assume the colonies you're talking about are vanilla-style colonies (the mod's normal colonies can't be invaded by armies) - they should function as in vanilla regardless of planet class?
AfghaniGoat 18 Nov, 2018 @ 8:44pm 
Just dropped about 30 hours into your mod... i love it! But, it has completely died by mid game for me. Tech has become increasingly impossible to research and i have no way of increasing my tech production, outside of increasing the budget for education. Unfortunately increasing the budget for education would make it impossible for me to keep up with my debt. So I am stuck at mid level education budget and I am going to have to wait 1268 months for cruiser tech to research.

Also, I have noticed that some of the AI do not know how to use this new economic system and are forever in a state of default on their credit (i can see the debuff on their planets).

Lastly, industry is not growing fast enough in my playthrough. The energy sector lives in the negative values and occasionally that will affect other industries and make them become negative as well. I have no idea how to fix this aside from taking more and more star systems to provide my industries with the Hydrogen that they need, but even then I am lagging terribly behind.

Thanks for putting your time into this mod!
God/Country 18 Nov, 2018 @ 10:49pm 
How do I spike the demand for Industrial Materials?
ButtJunkie  [developer] 19 Nov, 2018 @ 4:11am 
Tech and research is adjusted in the next update. The AI knows how to use it - as of the current update (and current update only - if your hours were before this weekend, what I'm about to say doesn't apply) the AI does management it very well. I did a 200 year test and the AI had no trouble staying out of debt.

There is however a 'bug' in the current version, not so much of a bug as a limitation in the base game. It is 32bit and therefore the size of numbers are limited, so debt and industry wealth (a hidden value) in the workshop version will hit the limit if you play for long enough, which will have adverse effects. This is fixed for the next update.

@tzula - you don't. It's demand increases as industries it supplies grow.
God/Country 19 Nov, 2018 @ 2:22pm 
I see. Do you still have that flow chart that tells you what industries require x and y materials or what industries supply other industries as shown in one of your videos? It'd be super useful!
ButtJunkie  [developer] 19 Nov, 2018 @ 8:10pm 
The industry screen tells all of that, though it needs to be updated. It's pretty irrelevant now though, the industry is driven only by demand at this point, meaning it grows from the top down. If retail (which most industries supply directly or indirectly) grows, it'll cause all other industries to grow. Whether they can actually grow isn't a factor right now.

I'm waiting until 2.2 to change this as physical resources and goods are brought into the economy, meaning the economy will be driven by both supply and demand (supply allows it to grow, demand encourages it to grow).

For now, you really only need to consider that energy, industrial materials, and chemical industries require energy, carbon/industrial metals/rare earth elements, and water/pnictogen/halides. Again, this is pretty loose though - Industrial metals and chemicals don't care about how many of each of their 3 types of resources they have, just that they total enough that their industries can grow to meet demand.
God/Country 21 Nov, 2018 @ 8:48pm 
Oh, also, my final question.
How do I let supplies grow? Simply have it be low tax and wait for the resource to be exploited?
Whats the difference between Surplus and Size too?
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