Stellaris

Stellaris

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!!Planet Development Overhaul - See Stellaris Realism instead
   
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3.563 MB
Apr 22, 2018 @ 1:32am
May 5, 2018 @ 6:58pm
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!!Planet Development Overhaul - See Stellaris Realism instead

In 1 collection by ButtJunkie
My gamplay, visual and UI mods
19 items
Description
Compatible with 2.0

NEXT VERSION

This mod has been replaced by

Stellaris: Realism.

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The mod overhauls the way in which planets are developed and managed in an effort to minimise micromanagement and refocus the gameplay on making strategic decisions. The main mechanics of planet management can be automated, and planet management are controlled via planetary edicts and empire policies. Planet development relies on several new mechanics such as population, infrastructure and economic values. The are also new empire policies to fine-tune our empire management and add flavour, as well as two new entry level megastructures.

The plan is to continue development of the system for greater depth and flavour, having planets as being unique in both development and story. This could involve new mechanics of whatever may effect planets (one suggestion is a pollution mechanic), as well as events such as disease, poverty, immigration strain and fertility issues.

This mod makes major changes to the game and I recommend reading this entire description (it is quite brief considering the changes involved).

MOD GOALS:
  • Streamlined planet management with manual, semi and fully automated options.
  • Refocus management on overall planet and empire strategy rather than building and pop micromanagement.
  • Better AI and game performance (feel free to use Glavius AI).
  • Greatly expand on the game's economy (resource and economy overhaul coming soon).
  • In the future, implement health, crime, wealth etc for planets and add many interesting projects and events for planets.
  • This mod is very much a work-in-progress and will be expanded greatly.

CRUCIAL INFO:
  • There is an empire edict that provides all of the necessary info in-game.
  • Standard production buildings have been disabled in favour of centralised production, and emphasis on unique buildings.
  • Development over planets is handled by an empire policy for general development, and planetary edicts for specific development.
  • Pops are used mostly for social mechanics rather than production - migration, slavery etc. They're almost limit in number to reduce lag as the game develops.
  • Many new empire policies and planetary edicts to allow more fine-tuning of empire management and flavour.
  • Two new megastructures: Dyson and Orbital Rings. Not limited by number, far cheaper, no required tech, but far less output.
  • The mod accounts for the standard game's traditions, perks, civics, techs, and ruler traits that affect pops and buildings.
  • Highly recommended to start a new game.
  • The mod isn't balanced for mods that add production buildings (energy, minerals, food and science). It'll make the economic side of the game a bit easy, though it won't be game-breaking. Food-buildings are regularly removed though, so I'd recommend not building them if you're using a mod that allows them.

DETAILED INFO:

There are multiple sources to get more information about the mods features and gameplay:
  • The in-game information menu.
  • The youtube links above.
  • The mod's workshop discussion forum.
  • There is also a Discord Channel[discord.gg] for the mod, hosted by a discord server that features many of Stellars' major mods. Feel free to post there if you want to give detailed feedback (or post in the bug thread above the comments section).

MOD COMPATIBILITY:

The mod as of version 0.3 is compatible with the vast majority of mods on the workshop. I've tested it with most of the gameplay mods on the first couple of pages and there have been no issues so far.

This mod does not account for traditions, perks, civics, techs, and ruler traits that affect pops and buildings that are added by other mods. Feel free to use tradition mods, but some of them may be underpowered in this mod (again, traditions, traits etc that effect pop/building growth speed, cost, upkeep etc).

(currently not used!)


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Feel free to check out my other mods

Gameplay mods:
Planet Development Overhaul,Stellaris Economic Overhaul (v1.9), Stronger Advanced AI Starts, Larger Galaxy Sizes (adds cores).

UI mods:
Dark UI, Colour Coded Messages, Alernate Icons, Cinematic System UI, Cleaner Galaxy UI.

Graphic Mods:
No Exhaust Trails, Subtle Hyperlane Colour, Purple Galaxy, Red-Blue Galaxy, Blue-Grey Galaxy, Dimmer Core, Galaxies Colours Restored.
Popular Discussions View All (4)
115
Jul 27, 2018 @ 1:58am
PINNED: Bugs and Balancing.
ButtJunkie
1
May 22, 2018 @ 7:05am
Feedback from a First Playthrough: AWESOME!
Talhydras
0
Apr 22, 2018 @ 4:55am
PINNED: Getting Started
ButtJunkie
294 Comments
ButtJunkie  [author] Sep 12, 2018 @ 12:11am 
mefistofeus Aug 14, 2018 @ 4:50am 
So hyped about planet/system development connected with corresponding events. Just hope you will use some cool art from Star Citizen or Endless Space 2 for them.
ButtJunkie  [author] Aug 10, 2018 @ 10:31pm 
Also regarding the message - I heard that there is an issue with events that are set to fire once, ignoring that rule. If you really want to keep playing you could delete this event, but I'd recommend waiting for the new version. I stopped developing this so there may still be some bugs and incompatibility with any game changes.
shexplorer Aug 10, 2018 @ 1:32pm 
Thanks for the quick response! I am looking forward to the next version.
ButtJunkie  [author] Aug 10, 2018 @ 7:42am 
I didn't experience that problem back when the mod was released. It's possible it's an unusual bug, or that something after 2.0 changed. Either way, I've moved onto developing the next version which I think is a lot better :)
shexplorer Aug 10, 2018 @ 5:14am 
I just tried out this mod and am getting a blank event message every day. I changed the event message settings to not pause each day but I still have to click through the blanks for every day. Is there something I might m be missing - (I disabled any other mod that modifies buildings just in case). I also rolled the game back to 2.0.5.
ButtJunkie  [author] Aug 7, 2018 @ 9:37pm 
Der Shredder Jul 29, 2018 @ 5:36am 
@Valkyr The mod is not compatible with 2.1.1. Try a new game with 2.1 that should fix the slum world bug
Valkyr Jul 29, 2018 @ 3:54am 
Can someone explain infrastrucure development?
My industry just instantly gos to slum from good direcly after a couple of days.
How tro develop or why is this happening?
Barracuda Jul 26, 2018 @ 7:06pm 
Im honestly more excited for the Realism mod then the offical update. Looking forward to you series!