Stellaris

Stellaris

!!Planet Development Overhaul - See Stellaris Realism instead
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Update: 5 May, 2018 @ 6:58pm

- Added tiles back into the game (whoops).

Update: 5 May, 2018 @ 11:11am

- Fixed localisation for Research Focus
- Fixed incorrect policy requirement in Foreign Policy.

Update: 4 May, 2018 @ 2:27am

- Added logistical capacity effects to techs, traditions, perks etc.
- Localisation updates provided for techs, traditions, perks etc for their various population, infrastructure and logistical capacity effects.
- Promoted the mod to V0.4.

Update: 3 May, 2018 @ 7:29pm

- Hotfix to change planet and empire unique buildings from having building requirements to population requires (the capital building system was updated a year ago and broke the requirements, not allowing most buildings to be built).

Update: 3 May, 2018 @ 6:14pm

- Hotfix to change tradition/perk/civic/trait population and infrastructure bonuses from monthly to yearly.

Update: 3 May, 2018 @ 11:00am

v0.35 - population and infrastructure systems now benefit from traditions, civics, perks, techs and ruler traits that effect pop/building growth/cost/speed/upkeep.

Update: 2 May, 2018 @ 8:02am

Initial Upload

Update: 2 May, 2018 @ 5:48am

Initial Upload

Update: 2 May, 2018 @ 1:00am

v0.3

- Significant changes to maximise compatibility with other mods. It's still not recommended to use mods that add standard resource buildings (due to balance), but it won't break the mod. Food buildings are removed as they do break this mod.
- Several policies have been expanded, and several new ones have been added, covering foreign policy, naval doctrine, and empire construction focus.
- The State industry edict now functions correctly and is now constructed only via edict.
- Low level buildings for unemployed pops and visual effect.
- Shields and fortresses can now be removed and rebuilt if desired.
- Various topics in the in-game mod info menu have been updated. They will now also be marked with the version change of their last update.
- Added 'Tech, Traits, Traditions and Perks' info topic to emphasise that they haven't been fully addressed yet – quite a few have currently little to no use and will be updated in time.
- Updated localisation.

Update: 26 Apr, 2018 @ 8:58am

v0.2

- Infrastructure is now completely managed by an empire policy. The policy has several choices, determining to what extent infrastructure should be developed.
- State Industry is now developed only via planetary edict, and the State Industry building must be manually constructed (old fashioned way or edict).
- Planetary shields are now idle during peace, and activate when the planet is being bombarded. The shield initially blocks all damage, but lets increasing amounts of fire through as it takes more damage. Eventually may collapse, leaving the planet undefended.
- An orbital ring requires a planetary population of 5 billion, and a dyson ring requires a planet with at least 10 billion in the system. This will help prevent the rings being spammed and centre them in important systems of the empire.
- Unity has been adjusted to be more reasonable. The first few traditions are a little too cheap, but it's all I had time for this update.