Stellaris

Stellaris

Capital Development
52 Comments
oman 8 Aug @ 7:51am 
love this mod because I prefer playing tall in paradox games and this makes it a lot less painful ahah good work!
Carl Wheezer 6 Aug @ 5:58pm 
@FERR/\TA Thanks man, this is a great mod for a one-system challenge
FERR/\TA 18 Jun @ 6:57pm 
I am working on a heavily updated version that is hopefully more flexible and allows the player to switch capitals without losing all of the benefits of those planetary deposits. I also plan to make it resistant to planet terraforming since deposits are removed on terraform. It will also allow you to develop past the current event chain as an event will have a 1/20 chance of activating every year (in-line with how the mod currently works). Further, the current event system has over 44 thousand lines, I am reducing that by over 100 times which should make the whole thing a lot more efficient.
m11kire 21 May @ 7:18pm 
Mod mostly works, as far as i can tell. just needs adjustments to the job numbers to be in line with the changes of 4.0
Darc the Bnuy 21 May @ 2:43pm 
would love to see a 4.0 version of this mod!
Phenian 10 May @ 8:54am 
I think this mod is fun and cool! Any plans on updating it for the 4.0 stuff?
Asami Haruko 16 Mar @ 2:23am 
@[INVALID STRING]
sure does using it in current playset which is newest
cant speak for the current beta though although betas usualy dont wotk with any mods
[INVALID STRING] 5 Jan @ 7:54pm 
Does this work in the current version?
Generalisator 4 Jan @ 5:05pm 
Grüße. Und danke für den Mod.

It only has a small problem. After a Planet type change everything is purged.
CirroFox 22 Dec, 2024 @ 8:01am 
@Fullmoon. this is late. But yes it does break lol. I moved mine to a much bigger planet I found now it dont do anything. It still pops up every ten years but the choices dont affect my new or old capital. Any way to consal it back in? or something
Local 58 15 Dec, 2024 @ 2:55pm 
causes crashes. ):
Medina 15 Dec, 2024 @ 2:03am 
not compatible with remnant origin. will crash the game.
Mice 7 Dec, 2024 @ 4:03pm 
love the mod but the biggest issue rn is the fact the deposits are gone once you upgrade your world in any way, theres a mod that makes some deposits permanent so probably adding a patch for it should fix that
[D]Mit. 5 Dec, 2024 @ 11:18am 
I like the idea but i think the mod needs more. The even pop up is the same every time and honestly some of these make no sense. Plus there are clear cut options. I mean more pop grow instead of 1% more production?! Hell yeah!
fullmoon 26 Nov, 2024 @ 6:45am 
does the event chain reset if i move my capital
Cheddbuzz 17 Nov, 2024 @ 5:03am 
@pietrooperv havent played this game in a while but im pretty sure when you terraform a planet it gets rid of the modifiers no matter what
Pietrooperv 14 Nov, 2024 @ 3:01pm 
whenever my homeworld is terraformed or turned into an ecumenopolis, it loses the modifiers.
Vanessa Jäger 12 Nov, 2024 @ 12:23pm 
@zkahnman @Meisterpapala I uploaded it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3364743136
zkahnman 10 Nov, 2024 @ 1:43am 
@vanessa Jager, yes
christophercarter408 9 Nov, 2024 @ 7:00pm 
@no.1 noob yes is absolutely does work with 3.14, use it all the time
No.1 Noob 8 Nov, 2024 @ 10:35am 
Sorry to be a pain. Just wondering if this works with 3.14?
Vanessa Jäger 1 Nov, 2024 @ 3:10pm 
Anyone interested in this but the AI also upgrade their capital? Bc I just made a quick edit.
seba 1 Nov, 2024 @ 1:19pm 
@Meisterpapala thanks for quick reply!
Meisterpapala  [author] 1 Nov, 2024 @ 1:18pm 
The event chain is only for non-ai empires
seba 1 Nov, 2024 @ 12:58pm 
I wanted to ask the same question as errorgamer but I personally wouldnt mind if that was Player only :)
errorgamer 1 Nov, 2024 @ 12:02pm 
Interesting mod, seems like a fun one to use, does the AI also get access to this event chain? since otherwise this would just give the player a constant buff
Melkorian 24 Oct, 2024 @ 4:55pm 
would I be able to use this with a Ecumenopolis start? i.e want to use this mods decision to add admin boost?
Meisterpapala  [author] 1 Oct, 2024 @ 3:53am 
@Tia & @kNow Name You are right. I´ll update the mod.
Tia 1 Oct, 2024 @ 3:44am 
Yup. Line 66 in worker & specialist, line 69 in growth & allgemein, and line 67 in district, all need a closing right brace.
kNow Name 30 Sep, 2024 @ 11:01pm 
Missing a closing bracket on the triggered planet modifier for the deposits at about line 50 in each of deposits\metro_ worker, specialist, growth, district, and allgemein.
Hex 30 Sep, 2024 @ 3:29pm 
Would it be possible to do this with sector capitals once they hit a specific growth point and/or for hitting certain mile stones in the society and industry tech?
Hydra 28 Sep, 2024 @ 6:43pm 
in the future will the "Bureaucrat" deposit give managers for corporate empires, and or any of the 4 priest jobs.
Stein30 28 Sep, 2024 @ 1:12pm 
Nice, ill try a different origin later and see if it fixes it.
Meisterpapala  [author] 27 Sep, 2024 @ 10:04am 
I´ve updated the mod. Now anglers are added if the country has the anglers civic. Also the mod should now be functional with the Lost Colony origin and the "Synthetic Gods" origin from DarkSpace.
Meisterpapala  [author] 27 Sep, 2024 @ 7:37am 
@Stein30 The problem is the Lost Colony origin. When you start with the Lost colony origin the planet you start with isnt considered your capital/ homeworld. thats why the event chain doesnt trigger.

@Siegethanks I will update the mod to make the food opton add anglers, if your country uses them.

@†MLS† KIRINAS ';,†,;' ;,,; currently they are not carried over to the new capital. But I will implement an option that lets you transfer these deposits onto your new capital soon.

@Dr. Universe (GER) & @Exakan I´ll try to make it compatible since the same problem kinda applies to the Lost Colony origin.


I will address these Issues in an update, but it will probably take me a few days.
†MLS† KIRINAS ';,†,;' ;,,; 26 Sep, 2024 @ 3:02pm 
If i move capital - deposits gonna vanish on old and can those be again obtained on new?
SiegeThanks 26 Sep, 2024 @ 2:35pm 
Really great mod, cool implementation, but the "food" focus options only add farmer jobs if you have anglers (but the bonus to food production applies to anglers correctly, at least).
Exakan 26 Sep, 2024 @ 12:39pm 
@Dr. Universe (GER) I made DarkSpace, and the reason is the player has to set a new capital when playing with the origin. Probably the mod specifically scopes for the capital world, which the origin doesnt really have at gamestart (so its not this mod's fault).
arnolddr 26 Sep, 2024 @ 7:34am 
I like this mod, but I wish it would adapt more with whether you were playing as a Gestalt/Machine Empire, mainly getting bureaucrat/research jobs instead of drone jobs.
Dr. Universe (GER) 26 Sep, 2024 @ 6:18am 
if i play with the origin synthetic gods from the mod ,,DarkSpace´´ i didnt get any of the bonuses from your mod :(
Stein30 25 Sep, 2024 @ 6:42pm 
I use the lost colony origin. I got about 140 other mods i use so it could be any of them or none. Are there any kind of mods you think could be causing the problem and is there a load order i should try using?
Ovid 25 Sep, 2024 @ 4:05pm 
Well, this is a cool and less immediately OP version of the Planetary Mega-Engineering mod. Which is very OP. This mod is more gradual, and only on your capital. Nice.
Dr. Universe (GER) 25 Sep, 2024 @ 12:55pm 
thx man, i have now the jobs^^ science rush is coming
Meisterpapala  [author] 25 Sep, 2024 @ 12:40pm 
@Dr. Universe (GER) I´ve updated the mod. Machine empires should get the correct calculator job now.

I will look into the Frameworld and try to make it compatible.
Dr. Universe (GER) 25 Sep, 2024 @ 11:32am 
Good mod, I'm experimenting a bit at the moment. I noticed that on artificial worlds like the Frameworld from GIGAS the option with the districts doesn't work but the bonuses are added. Will there be an option for such worlds later?
I also have a bug that when I choose the option with the research I only get the Brain Drone job. As a machine, for example, I can't fill this job.
Meisterpapala  [author] 25 Sep, 2024 @ 5:14am 
@Ashtero They should survive normal terraforming. At the moment transforming into an ecumenopolis does probably not keep the planetary features. I will be fixing that in a mod update.

The planetary features should survive transformation or starting on most modded planets. Modded Planets that are transformed through event that use a clear-all-deposits effect will probably not keep the features.
If you have a specific mod I can check if it would work or I can update my mod to prevent the features getting deleted with that planet type/Event.
Meisterpapala  [author] 25 Sep, 2024 @ 5:04am 
@Stein30 What origin did you use? The event chain should add deposits to your homeworld. Does Text appear if you hover over one of the options?
Ashtero 24 Sep, 2024 @ 10:03pm 
Do those planetary features survive transfroming into equmenopolis (and other "terraforming", including into modded planet types)?
Stein30 24 Sep, 2024 @ 1:02pm 
Does not work, can choose from the options but no description comes up when you do and nothing changes when you select one. This happens every time the event comes up.
Vhailor 24 Sep, 2024 @ 12:30pm 
Thanks, will try this out. Any additional depth to this game is greatly appreciated.