Stellaris

Stellaris

Capital Development
52 kommentarer
oman 8. aug. kl. 7:51 
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. kl. 17:58 
@FERR/\TA Thanks man, this is a great mod for a one-system challenge
FERR/\TA 18. juni kl. 18:57 
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. maj kl. 19:18 
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. maj kl. 14:43 
would love to see a 4.0 version of this mod!
Phenian 10. maj kl. 8:54 
I think this mod is fun and cool! Any plans on updating it for the 4.0 stuff?
Asami Haruko 16. mar. kl. 2:23 
@[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. kl. 19:54 
Does this work in the current version?
Generalisator 4. jan. kl. 17:05 
Grüße. Und danke für den Mod.

It only has a small problem. After a Planet type change everything is purged.
CirroFox 22. dec. 2024 kl. 8:01 
@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 kl. 14:55 
causes crashes. ):
Medina 15. dec. 2024 kl. 2:03 
not compatible with remnant origin. will crash the game.
Mice 7. dec. 2024 kl. 16:03 
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 kl. 11:18 
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 kl. 6:45 
does the event chain reset if i move my capital
Cheddbuzz 17. nov. 2024 kl. 5:03 
@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 kl. 15:01 
whenever my homeworld is terraformed or turned into an ecumenopolis, it loses the modifiers.
Vanessa Jäger 12. nov. 2024 kl. 12:23 
@zkahnman @Meisterpapala I uploaded it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3364743136
zkahnman 10. nov. 2024 kl. 1:43 
@vanessa Jager, yes
christophercarter408 9. nov. 2024 kl. 19:00 
@no.1 noob yes is absolutely does work with 3.14, use it all the time
No.1 Noob 8. nov. 2024 kl. 10:35 
Sorry to be a pain. Just wondering if this works with 3.14?
Vanessa Jäger 1. nov. 2024 kl. 15:10 
Anyone interested in this but the AI also upgrade their capital? Bc I just made a quick edit.
seba 1. nov. 2024 kl. 13:19 
@Meisterpapala thanks for quick reply!
Meisterpapala  [ophavsmand] 1. nov. 2024 kl. 13:18 
The event chain is only for non-ai empires
seba 1. nov. 2024 kl. 12:58 
I wanted to ask the same question as errorgamer but I personally wouldnt mind if that was Player only :)
errorgamer 1. nov. 2024 kl. 12:02 
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. okt. 2024 kl. 16:55 
would I be able to use this with a Ecumenopolis start? i.e want to use this mods decision to add admin boost?
Meisterpapala  [ophavsmand] 1. okt. 2024 kl. 3:53 
@Tia & @kNow Name You are right. I´ll update the mod.
Tia 1. okt. 2024 kl. 3:44 
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 kl. 23:01 
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 kl. 15:29 
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 kl. 18:43 
in the future will the "Bureaucrat" deposit give managers for corporate empires, and or any of the 4 priest jobs.
Stein30 28. sep. 2024 kl. 13:12 
Nice, ill try a different origin later and see if it fixes it.
Meisterpapala  [ophavsmand] 27. sep. 2024 kl. 10:04 
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  [ophavsmand] 27. sep. 2024 kl. 7:37 
@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 kl. 15:02 
If i move capital - deposits gonna vanish on old and can those be again obtained on new?
SiegeThanks 26. sep. 2024 kl. 14:35 
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 kl. 12:39 
@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 kl. 7:34 
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 kl. 6:18 
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 kl. 18:42 
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 kl. 16:05 
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 kl. 12:55 
thx man, i have now the jobs^^ science rush is coming
Meisterpapala  [ophavsmand] 25. sep. 2024 kl. 12:40 
@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 kl. 11:32 
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  [ophavsmand] 25. sep. 2024 kl. 5:14 
@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  [ophavsmand] 25. sep. 2024 kl. 5:04 
@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 kl. 22:03 
Do those planetary features survive transfroming into equmenopolis (and other "terraforming", including into modded planet types)?
Stein30 24. sep. 2024 kl. 13:02 
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 kl. 12:30 
Thanks, will try this out. Any additional depth to this game is greatly appreciated.