Stellaris

Stellaris

50 ratings
Expanded Core Worlds
   
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May 20, 2016 @ 10:40pm
Nov 5, 2016 @ 4:47am
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Expanded Core Worlds

Description
NOTE: I haven't played Stellaris in a while, but with the release of Utopia, I will be looking into playing the game again. One of the things I'll be checking in the near future is mod compatability with the expansion, and if possible or necessary I will update the mod to work with the expansion. I would appreciate any reports anyone has regarding this in the interim.

Sector governors are stupid. They don't build the right buildings, they rarely build planetary unique buildings, they don't respect your orders, and they generally do whatever they please. Then they decide to stockpile resources without spending them, and you can't take them back. Because nothing says "Space Emperor" like some prefect in the boondocks thumbing his nose at you.

I created this mod because there were no other mods that did precisely these things. I was looking for a few lightweight changes to the sector-oriented gameplay to reduce the frustrations of broken AI and limited management options, without removing the need or use for sectors altogether and without making major changes to the rest of the gameplay.

This mod includes the following changes:

* Four additional technologies have been added to increase your core world cap: two at tier 1 and two at tier 2. They must be researched in order, and will give altogether a total of +10 to your core world cap. You should be reasonably able to research these by mid-game, allowing you to ease more naturally into your improved core sector as well as ensuring that government types or traits that grant additional core worlds remain useful throughout the game.

* Four additional technologies have been added to increase your leader cap: two at tier 1 and two at tier 2. In addition to being researched in order, the leader cap technologies at each level also require the corresponding core world cap technology as a prerequisite. This represents the fact that you don't discover a need for additional governors until after you've got the planets in your core sector, and helps to keep the rate of increase even with your core world cap throughout the game. All four technologies together will grant a +10 total leader cap.

* Influence cost of removing systems from sectors reduced from 25 to 5, and influence cost of destroying sectors reduced from 100 to 20. This is primarily intended as a stopgap measure in case you notice one of your governors doing something particularly stupid that you need to put a stop to right now, and is meant to reduce some of the frustration of having to strongarm them without completely eliminating its cost. This feature exists primarily because the sector AI is broken to nonexistent.

Your maximum number of sectors, and the rate at which you gain new sectors, is unchanged.
54 Comments
Galactic Origins May 27, 2018 @ 10:23pm 
works with 2.1 and all DLC.
could use an update since it has been 2 years. although the next patch will also outdate it.
Galactic Origins Apr 27, 2018 @ 5:29pm 
works with 2.04
Lord Hylia Apr 8, 2018 @ 10:00pm 
does anyone know if this still works for 2.0?
Galactic Origins Nov 5, 2017 @ 8:52am 
Oh, the start game will say outdated but ut will work as is. :)
Galactic Origins Nov 5, 2017 @ 8:52am 
Still works with the game today. I do not have the synthetic DLC. The weighting may be off, takes a while sometimes to get the first one. And the cost is lower than others now, 240 and all other lvl 1's are 360, but hey, I am not complaining! Great mod!
Twsted Aug 18, 2017 @ 8:56pm 
Only works for v1.3 of the game.
I just tried it. - ooh well... :/
Galactic Origins May 19, 2017 @ 9:51pm 
works with Adams
Lavious Apr 16, 2017 @ 12:24pm 
The core system via tech tree is by far the best implementation. Love this mod.
My UI still shows it cost 25 influence to remove a system from a sector. Can someone else confirm if this is working or not?
Galactic Origins Apr 15, 2017 @ 3:45pm 
this mod works with !.51
adds 10 core systems with 4 techs
adds 10 leaders available with 4 techs
drakon8 Apr 13, 2017 @ 2:37pm 
Hello, possible to have the same, but for leaders ? ( my dream is to have more leaders with pops, like naval capacity, but..impossible..)