Stellaris

Stellaris

Evolving Worlds
237 Comments
Crazzlo 5 Nov, 2022 @ 8:48am 
this still work?
V i l l a i n 20 Feb, 2021 @ 9:18am 
ive used plenty of outdated mods in new version, this one might actually work
Alexander Isak 4 Jan, 2021 @ 10:59am 
???? dont know
Scrumptious! 14 Oct, 2020 @ 11:32pm 
are there any mods like this at all for the modern version?
khevtol  [author] 18 Dec, 2018 @ 1:24pm 
I feel pretty happy about that!
SacredDatura 14 Dec, 2018 @ 5:09pm 
Base game now has a version of this! o7
Neko 17 May, 2018 @ 2:16pm 
Are u going to update this mod sometime?
djinnxy 4 Mar, 2018 @ 7:51am 
Hope you find the time. This is a great mod. Should be sponsored (hint!)
khevtol  [author] 28 Feb, 2018 @ 9:52am 
Im getting a bit more time. I'll see if I can update or rewrite this. No guarantees though, given that my free time depends on how my current work projects go.
lyndonguitar 28 Feb, 2018 @ 6:44am 
i hope they update it
Gerishnakov 27 Feb, 2018 @ 4:53am 
@Liquidfire lol no
henk 27 Feb, 2018 @ 3:54am 
works for 2.0?
fent king 25 Dec, 2017 @ 6:55pm 
Is that an elite dangerous planet I see?
khevtol  [author] 23 Dec, 2017 @ 4:55pm 
@H4shX sent you a chat request
falhxer 11 Dec, 2017 @ 10:48am 
Works with 1.9.0?
H4shX 11 Nov, 2017 @ 4:26pm 
@khevtol - Can we at SRT include your work and keep it updated as part of our Union Project, since we understand you do not have the time etc. We would love to maintain for you. :) Please let us know. We will ofcourse give you full credit on Mod page.
Oveja con Alzheimer 30 Oct, 2017 @ 7:44am 
no pressure man, and congratulations!
Andu 20 Oct, 2017 @ 7:04am 
Is there anyway to use console commands to add certain "planet traits"?
Gerishnakov 7 Oct, 2017 @ 1:32am 
All in good time mate!
khevtol  [author] 5 Oct, 2017 @ 10:01am 
Oh god. Got a new job, moved, completely abandoned this. Not sure I have time to update/remake with my new schedule. I'll try, but no guarentees. really sorry!
raz334 2 Aug, 2017 @ 9:55pm 
>Evil< mod, Keeps buffing Food pruduction +25% and then gives a -25% to "Everything Else"

No thank you...
Kristen Reid 𒈠𒀯𒀯 27 Jul, 2017 @ 2:04pm 
This looks pretty cool
Djurimaru 15 Jul, 2017 @ 2:36pm 
Is there an update coming soon?
Porter 19 Jun, 2017 @ 3:30pm 
is this mod compatible with dedicated worlds
Zeronix 4 Jun, 2017 @ 10:27pm 
Does this work with Dedicated Worlds mod?
joebro 31 May, 2017 @ 12:24pm 
Any chance of an update?
Krain 29 May, 2017 @ 12:41pm 
So what's the stats on these worlds in this mod?
Spodeian 15 May, 2017 @ 11:59pm 
I like the idea but it needs to be updated so I can actually play it.
juno 12 May, 2017 @ 6:24pm 
Good mod, but as others have said, find a way to remove the chance of specialization happening to your Homeworld because while the bonuses are nice, the penalties are pretty extreme. -25% minerals and penalties to food and science just because the planet became a trading hub? It's a bit much.
Cosmic Fox 11 May, 2017 @ 12:32pm 
I have stopped using this Mod because I keep getting random strings of code during notifications at times instead of the words that were intended. Usually the second time my homeworld would improve. Thought I would mention this to maybe get it fixed.

I love the premise of the Mod it is real cool. :^)
Prospero 9 May, 2017 @ 10:50am 
I somewhat agree with Inquisitor Tyrus, i like the idea of a large buff that takes a long time to grow, and a smaller, minor debuff (talking -5% or thereabouts). The buff should be an indication of a planet specialising over a long time, but not at the cost of everything else. Take earth for example, we wage war on earth, we have science, religion, agriculture. But it's not like our focus on any one of these things comes at the expense of the rest. Just a small suggestion :) I cannot play without this mod, it adds some much needed flavor! Thanks for your work.
Justabittired 9 May, 2017 @ 8:47am 
Please update for 1.6 , thanks beforehand !
Cain 7 May, 2017 @ 6:29pm 
You should have the option to NOT specialise a world or at least not penalize everything that isn't what it's known for. Nothing I hate more than a world I plan to make research focused and it becomes well known for unity that I needed at the moment and penalizing everything that isn't unity by a stupidly high percentage.
Hellfire 7 May, 2017 @ 4:42pm 
Homeworlds should never specialize, every time it happens it kills your economy, or at least it should always be available a zero cost edict to cancel specializations. Also specializing a planet in military works for the first step but then the planets bug and furtherly specialize into influence.
Iehava 4 May, 2017 @ 3:44pm 
My capital world specialized food and it completely destroyed my game because there's no way to remove specialization or "generalize" the capital world. You can generalize other planets, but for some reason the edict never appears for homeworlds.
Darthsawyer 3 May, 2017 @ 1:52pm 
Please add an edict to prevent a specialization until you turn it off. In every game I get a shit specialization on my Homeworld that completely guts my economy. I generally play Tall empires so this is especially harmful
Andu 2 May, 2017 @ 11:19pm 
These traits would not be so bad if you could just remove them and choose your own.
khevtol  [author] 2 May, 2017 @ 12:10pm 
Yep, working on it. My original priority was getting something somewhat playable out there so I could get testing feedback. Figured it was better than taking forever without anything. Now I revise, edit and fix the shit out of things =D
Cosmic Fox 1 May, 2017 @ 12:38pm 
I am seeing a lot of strings of code appear, it seems this mod is glitched since the update. Just a headsup to look at your update. It isn't functioning as it once was man.
ckoldmail 30 Apr, 2017 @ 11:45am 
What happened the previous versions planets?

They worked much better, and were much more fun.

I liked my planets starting off as a growing colony and eventually becoming somekind of cool specialized world.

Now my economy suddenly craps out and I start cursing, and the bonuses aren't worth the penalties at all!


Please bring back the original planet types. The mod was much better with them.
Ninoslav 30 Apr, 2017 @ 4:44am 
This mod kinda causes problems from the get go, and does not make sense, my capital world became a military planet for some reason, absolutely killing my economy for the next 20 years, my second colony became a leader world...even though it was half researching world, and the list goes on. my Agri world never became a food world.
also pushing development and other edicts do nothing, just kills your already dead economy by shooting it in the head. -50 modifier on everything including influence is ultra harsh penalty, ive let my modifier run for several years during late game, to see what will happen, nothing happened, and the world wasnt developed in any way.
Nord 29 Apr, 2017 @ 4:29pm 
How do you remove a modifier?
Gerishnakov 29 Apr, 2017 @ 5:18am 
The generalise and reset edicts don't seem to do anything except add the temporary negative planet modifiers.
Silver_Garou 28 Apr, 2017 @ 1:06pm 
I had the edict issue with Tropical worlds and some modded ones (Casscadian and Mangrove from the Planetary Diversity mod).
浔阳小鱼 28 Apr, 2017 @ 2:30am 
Great mod, thanks! There is one annoying thing is that my capital always turn into science center in around 5 or 6 years, causing food and mineral shortage in the early game.
khevtol  [author] 26 Apr, 2017 @ 11:29pm 
I really appreciate the feedback! There are quite a few moving parts in the mod, and you guys can collectively test hundreds more scenarios in a week than I could in months (Edicts seemed to work fine in my tests). That and it's a wierd thing to balance. I'll do my best keep patching as things go along and try to get something out by the end of the week.


- @Ozymandias. Care to elaborate a bit? When do you expect the theme assignment system to fire, and what ratio of bonuses to penalties would make a specialization 'worth it' to you? What edict issues are you running into?

- @Silver_Garou. I'll toss it under the microscope and get it working for all world types. I originally gave the edicts 3 month cooldowns to prevent issues where you had the window open and picked the edict again (without having a lock flag). I replaced itself in testing, so can I ask what world type you were trying to generalize and what was left behind?




Ozymandias 26 Apr, 2017 @ 8:52pm 
This mod is broken. None of the edicts function as intended, and the theme assignment system makes no sense, fires to early, and has more penalties than advantages.
Silver_Garou 26 Apr, 2017 @ 6:56pm 
I have the same issue as Nemesis. Whenever I use the generalize planet edict it does not replace itself on the edict list when done. I can only do it once per planet as a result.
khevtol  [author] 26 Apr, 2017 @ 6:03pm 
@Nemisis, Sadly. it would take a fair bit of effort to fix existing worlds, which can go towards other improvements. A new game is probably for the best

@Sindri and the Heretics. Thanks for the feedback, have been making improvements to the world sorter for a while, but its a hard thing to get right. Right now the main weight for worlds is the buildings you construct. I'll add more weight to tile yields and see what I can rebalance.

Sindri and the Heretics 26 Apr, 2017 @ 12:22pm 
I like the idea of this mod, but it doesn't seem to be working in practice. I had a world that had a ton of mineral output get specialized for energy production, and a world with a ton of energy output got specialized for minerals. And another world producing a ton of energy got specialized for food. Also it seems like I'm completely unable to undo specializations after a certain point, so the worlds are just sat there with crippled output.