Stellaris

Stellaris

Expert Economy 2.3
117 Comments
ranma100 Jan 21 @ 12:22pm 
Still works OK in 3.10
ranma100 Apr 15, 2023 @ 10:59am 
Still working OK with 3.7
ranma100 Mar 9, 2022 @ 4:29pm 
The edicts expiring early is a vanilla bug with all time limited edicts. So this mod works just fine.
ranma100 Feb 25, 2022 @ 7:25pm 
Looks like a problem with 3.3. The Galactic Feudalism edicts expire after only one day.
Icarus Feb 5, 2022 @ 11:58am 
As far as I have experienced, it works with 3.2
ranma100 Jan 3, 2021 @ 3:39pm 
This works fine with 2.8.1
Alexa May 9, 2020 @ 1:10pm 
hows the update coming it's now been many months since your last post??
Scion51 Mar 14, 2020 @ 8:49am 
Update?
DarkVicarius  [author] Oct 28, 2019 @ 6:04pm 
There will be soon. Some buildings will have to be nerfed so that it's ok when you build many of them, while others will be made Capital-only and retain their powerful bonuses.
Ōkami Sep 18, 2019 @ 7:02pm 
Is there a fix for being able to build unlimited amounts of the buildings?
Ian H Aug 21, 2019 @ 7:33pm 
but there are to many building just for your capital
DarkVicarius  [author] Aug 21, 2019 @ 1:56pm 
The code for limiting buildings to one per empire seems to no longer be supported. I will have to switch all those buildings to Capital-only.
Ian H Aug 13, 2019 @ 9:14pm 
all empire unique can be build unlimited times
ranma100 Jul 18, 2019 @ 9:18pm 
I am also able to build the welfare center on multiple planets.
Xenos Jul 15, 2019 @ 2:06pm 
Also the Entanglement Bureau. It can be built in multiple copies, making administrative capacity meaningless.
Surik_at Jul 5, 2019 @ 10:23am 
i am certain about Welfare Centre and Xeno Assembly, had multiple of those on a couple of planets at once
DarkVicarius  [author] Jun 26, 2019 @ 7:40pm 
This may have been a bug a few weeks ago, but now I tested with three different buildings and all worked properly. Which buildings were causing the issue?
Surik_at Jun 21, 2019 @ 1:55am 
Buildings that are supposed to be empire-unique can be built in unlimited amounts even on a single planet
DarkVicarius  [author] Jun 19, 2019 @ 8:20am 
Mod is updated for 2.3
Surik_at Jun 8, 2019 @ 5:59am 
Does it work in 2.3?
키으기 Feb 19, 2019 @ 11:12pm 
Thank you I'll use it well
ckoldmail Jan 20, 2019 @ 7:23pm 
Could you please make the 2.1 version availble as well?
AncientGatekeeper Jan 18, 2019 @ 9:37pm 
You rock! :D
DarkVicarius  [author] Jan 18, 2019 @ 9:34pm 
All,

Mod has been updated to 2.2 edition.

I'm still working on converting some other buildings and features I had in my previous version, but the ones listed above in the description are all updated and complete.

Feel free to playtest and offer feedback and balance comments.
Father Catman Jan 11, 2019 @ 9:19pm 
I would recommend the ability to put more districts or more spots to build, something along the lines.
AncientGatekeeper Jan 11, 2019 @ 9:02pm 
I say keep what was originally in the mod in regards to buildings. We can better specialise colonies. For example I would put a Research Gulag on either my penal colonies or Thrall worlds instead of my citizen pop planets.
DarkVicarius  [author] Jan 11, 2019 @ 6:18pm 
Regarding the recent posts:

What do you think the game most needs at this point in terms of buildings, jobs, districts, etc? Right now, Stellaris has become kind of a jumble with a lot of planetary automation and only very few opportunities to select what to build. I'm wondering why add more buildings since there are so few spots to build them in anyway.
Father Catman Jan 7, 2019 @ 1:50am 
Looking forward to see what's being cooked up!
AncientGatekeeper Dec 27, 2018 @ 8:26am 
Can’t wait to see what you have in store for us! Thanks for your work!
Cúchulainn Dec 21, 2018 @ 6:00pm 
Good luck Author! Im thankful for the hundreds of hours you've given us ! Bless you
Altair Aquila Dec 15, 2018 @ 2:37am 
I'm very eager to see this update, for I have the feeling that we need more buildings
DarkVicarius  [author] Dec 10, 2018 @ 7:17pm 
It will be updated, but the game is so different now that it will require a lot of rebuilding.
Canderous Dec 9, 2018 @ 8:41am 
Is this mod going to be updated for 2.2?
Maxinio122 Oct 29, 2018 @ 10:09am 
the omega relay is highly overpowerd i got 350energy and 505 minerals out of one 25 planet and oll organic players don´t have this option
DarkVicarius  [author] Jun 1, 2018 @ 3:33pm 
@Parse, it means at a cost of your core sector planet limit. So, you'll have to give up a couple of planets from your core sector into a new sector.
DarkVicarius  [author] May 29, 2018 @ 8:28pm 
Mod updated to game version 2.1

Also check out the new features in my "Ecology & Emergency" update at the top of the page. These changes have been in the mod for some time, but I finally got around to listing them here.
N*rd May 25, 2018 @ 11:57pm 
@Autor Hey man will there be an update as the game version changed :) greets
DarkVicarius  [author] May 18, 2018 @ 3:20pm 
@bad coffee, indeed - I'm posting the details of those additions soon.
bad coffee May 13, 2018 @ 5:09pm 
I take it the corrozine plant, borehole, and other habitability affecting buildings were added recently too?
DarkVicarius  [author] Apr 28, 2018 @ 3:59pm 
Updated to patch 2.0.4

Also, added a new early game tech that unlocks a new edict - One With Nature - a very expensive one-time edict that adds +1 Ascension perk slots
James Fire Apr 19, 2018 @ 4:15pm 
Make a unity ambition edict that gives influence?
James Fire Apr 19, 2018 @ 4:14pm 
Yet you have the magistrate...
DarkVicarius  [author] Apr 19, 2018 @ 3:35pm 
@Cuchulainn, I've toyed with that idea, but the AI (including sector AI) would have a lot of trouble understanding what to do with a building that costs Unity. In general, it always expects one of the classic resources as a cost and doesn't work well with things like food or unity.
Cúchulainn Apr 19, 2018 @ 11:10am 
I was wondering instead of making Self Sufficient Communes costing Influence, they can cost Unity instead? I feel like it would make more sense from a RP standpoint and also since Influence is extremely important to expand...
DarkVicarius  [author] Apr 18, 2018 @ 4:32pm 
NOTE: Mod updated for patch 2.0.3
DarkVicarius  [author] Apr 18, 2018 @ 4:32pm 
@Kepos, thanks for the feedback. I've reduced the occurrence of those late techs a bit further, but keep in mind that if you have a researcher with Computing specialty, you will get Goliath Protocol earlier. As in the vanilla game, having a matching scientist essentially makes most techs show up one tier earlier.
Kepos Apr 17, 2018 @ 2:52am 
Fine mod and a great addition. BTW, I get the 'Goliath Protocol' tech offered even in early stages of the game.
Common Apr 10, 2018 @ 2:00am 
@Chiv Knight.

"Chiv Knight"
DarkVicarius  [author] Apr 9, 2018 @ 4:51pm 
@CommonLogic, I'm glad you're happy now :)
DarkVicarius  [author] Apr 9, 2018 @ 4:49pm 
@ChivKnight, don't be a troll, bruh...