Stellaris

Stellaris

!!Planet Development Overhaul - See Stellaris Realism instead
 This topic has been pinned, so it's probably important
ButtJunkie  [developer] Apr 22, 2018 @ 4:55am
Getting Started
While the game changes quite a few things in the game, it is guided by a few basic principles and mechanics. Here is a summary of the major changes to the game:

  • There is an empire edict called Planet Development Information that launches a menu covering the mod's features and explaining various new mechanics.
  • Automated planet development is enabled by default via the Infrastructure and State Industry empire policies. This covers regular planet development, while leaving various planetary edicts for manual fine-tuning.
  • Pops, Tiles, Buildings and planet size are largely irrelevant - the mod features new systems that minimise/replace them.
  • Food has been reworked into a system for planets referred to as Logistical Capacity, representing the ability of an empire to maintain its planets. Keep it positive!
  • There are many new empire policies and planetary edicts for fine-tuning, flavour, streamlining.
  • There are two new entry-level megastructures - the Dyson Ring and Orbital Ring.
  • All AI empires use the same mechanics as the player.
  • The mod's systems improve both game and AI performance.
  • Compatible with most mods, but avoid using this with mods that add new buildings that generate standard resources (energy/minerals/food/science) as it will completely break the balance of the mod.

Tips if the auto policies are enabled.

  • Infrastructure is automatically maintained by the auto policy. Use the 2 Year planetary edict to maximise the infrastructure level on planets.
  • Investment in State Industry is automatic if the auto policy is enabled. Just choose between Low and High.
  • There is still some optional manual planet management, such as choosing planet specialisation, changing tax rates and constructing special projects like fortresses and planetary shields.

Tips for manual planet management.

  • If you're happy to manage planets manually for greater efficiency, check out the topics on Infrastructure and State Industry in the mod's in-game information edict. It's important to understand the importance of infrastructure level. In short, always have one of the infrastructure running on every planet, preferably the 2 and 5 year options. 2 year increases it, and once maximised, use the 5 year to maintain it.
  • Like infrastructure, there are planery edicts to invest in state industry. Unlike infrastructure, there are no negative consequences for ignoring state industry investment.
  • There are edicts for planet specialisation, changing tax rates and constructing special projects like fortresses and planetary shields.

General Tips
  • You can largely ignore pops, tiles and buildings in terms of economy. Pops are still relevant for factions, migration, happiness, unrest and trait bonuses.
  • Planet size is irrelevant, so colonise based on location, class and modifiers.
  • There are many empire policies and planetary edicts to fine-tune management of our planets and empires.
  • Ensure that Logistical capacity has a positive balance, and preferably a positive income.
  • The new megastructures can be constructed early game and are far cheaper than the larger, standard megastructures.

Last edited by ButtJunkie; Apr 22, 2018 @ 4:56am