Stellaris

Stellaris

38 vurderinger
+Stellaris Evolved Classic
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
Filstørrelse:
Offentliggjort:
Opdateret:
8.352 MB
13. juli 2017 kl. 16:31
25. juli 2017 kl. 15:28
9 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
+Stellaris Evolved Classic

Beskrivelse
Stellaris + Evolved Classic

Stellaris + Evolved Classic builds upon the older version of stellaris classic expanding into new directions while keeping a connection with the vanilla game elements.

Reiteating for people who missed the credits: I stand in the shoulders of giants, first and foremost a big thanks to Wolin for allowing me to continue the classic stellaris evolved. 99% of the assets, code and work here are his original work. (I hope to be able to expand it!)

Known Issues:

Sectoring planets that need a lot of influence maintenance can be disastrous as influence flows FROM sectors to the empire and not the other way. So if a sector doesn't have enough internal influence production to mantain a research planet for instance, it'll stall all activities.

Upgrading basic industries into refineries is a bit tricky. Stellaris only enables the upgrades to the top-leftmost industry tile at a time. You need to improve it to a desired refinery or to medium industry before the options will show on the next basic industry.

Compatibility Patches

Realspace Patch
Planetary Diversity Patch

Mod Features
  • More than 80 new buildings with a reworked planet development mechanic
  • 17 New tile-based strategic resources
  • Now planets have up to 5 specializations that determines how they develop.
  • Hability to colonice asteroids, molten worlds and gas giants with their unique resources and buildings
  • More politics to customize your empire, from education system to Fleet Quality vs Quantity
  • Colonization events ala Galactic Civ III
  • Dynamic contamination mechanic for Industrial Worlds
  • New Pop Factions (one for now, more coming soon)
  • Expanded Federations with votes and laws that let you customize how your federation works
  • Overall improved how the AI/sectors builds and develop
  • More to come

Planet Development

Now colonies develop into specialiced planets, making you choose what is the best based on the planet strategic resources and your own needs. The specializations are:

Citadel Worlds: Basically your overall choice for growing pops and making food, also is a good choice to generate energy income.

Industrial Worlds: Ideal for producing minerals, the only planets where you can mine strategic resources and create heavy industry and refineries. But be carefull, people usually is very unhappy here due to harsh and heavy work conditions... also is good to keep an eye on contamination levels (represented as planet modifiers).

Research Worlds: Worlds dedicated to technological development, usualy Tomb worlds are ideal for this, but you can make them anywhere. Research worlds can have massive adjacency bonuses from data centers and supercomputers, but require data streams from network nodes based on your other planets.

Also unhabitable worlds such as asteroids, molten worlds and gas giants can be colonized from midgame onwards, they have unique and abundant resources. Asteroids and molten worlds can be developed into mining colonies, and gas giant into gas extraction platforms. They offer new platforms for increasing minerals income at the expensve of energy.

Unhabitable worlds will appear under the "Habitat" tab on the outliner to prevent spam.

Strategic Resources

Strategic resources are scatered around the planets replacing almost all the sources of resources from vanilla, they work pretty much like betharian stone on vanilla, they let you build unique buildings on top of them. Some of them need certain planet specialization to be built.

This makes planets a bit more interesting and the fact that there are actual resources instead of just "minerals" or "energy" adds to inmersion.

AI and sectors should be able to identify this resources and build according to what's in the tile.

Federation Expanded

Now you will be able to determine how your federation works, how many power the president has and what your federation politics are.

There are 3 president election methods:

  • Country election - Every member country has one vote.
  • Representative - Every pop living in any planet in the federation votes without government interference.
  • Permanent - The president holds the title for ever.

There are also several levels of centralization on the federation that unlock laws and federation organizations that need to be paid with a budget gathered from every federation member, every law needs to be proposed and voted depending yon the vote method your federation has.

Any member can propose a law change every 10 years using an option found under the politics tab.

Budget is gathered reducing the resources generation of each member and gives the president influence bonus, this influence is used by the current president to pay for the diferent federation institutios such as the research or the health institute.

Compatibility:

This mod replaces a lot of vanilla files, because of that it will be pretty much incompatible with anything except ship related mods such as ISBS series. Anything that changes or replaces one of the folowing vanilla files should be incompatible:

  • 00_buildings
  • 00_armies
  • 00_deposits
  • 00_edicts
  • 00_planet_classes
  • 00_policies
  • empire_initializers
  • species_rights
  • 00_strategic_resources
  • 00_soc_tech
  • 00_tile_blockers
  • 00_habitability_traits

If you use it with some mod that changes this file one of the two mods WILL NOT WORK.

I plan on adding compatibility to select mods. However for most other stuff you are on your own.

Credits:

Most of the work on federations here comes from an outdated mod called Stellar Council. All credits go to:

https://sp.zhabite.com/sharedfiles/filedetails/?id=875857540 - by Narcoleptic Insomniac

Changelog:

Due to workshop character limit, check the text file included with the mod file for changelog.

[/list]

Populære diskussioner Vis alle (2)
8
8. nov. 2017 kl. 13:04
Bug Reports
Djohaal
5
15. juli 2017 kl. 15:01
Balance and Suggestions
Djohaal
50 kommentarer
Potato 12. juni 2021 kl. 17:20 
The mod served us well dude. Thank you
Djohaal  [ophavsmand] 12. juni 2021 kl. 15:00 
Sadly with the transition to planets not having tiles and the whole new resource system I haven't found a workable way to adapt this to the newer iterations of stellaris. I consider this mod obsolete given how the game evolved.
Stavbearer 20. apr. 2021 kl. 17:07 
Ingis bingis I entreat the mod gods to do a thing
Potato 12. sep. 2018 kl. 6:45 
Well this is fucking dead
Grace of Thule 25. mar. 2018 kl. 4:38 
Can we see an update?
Potato 16. feb. 2018 kl. 18:28 
It's been 80 years...
Dr.Vaфе!ь 12. jan. 2018 kl. 11:01 
Ehhh...I nedh..an update..dying
H4shX 12. nov. 2017 kl. 9:27 
@Djohaal - Is it possible for us at SRT, to include and maintain your Mod/s or aspects of them as part of our Union Project?
Bambaro 5. nov. 2017 kl. 18:45 
this mod renewed and refreshed stellaris for me i have exsperiance codding and 3d moddeling so if someone could point me to a moding tutorial id love to learn and help bring it up to date and even rework things so the mod will fit better into the curent version of stellaris
Your Local Democracy Officer 13. okt. 2017 kl. 20:14 
@Djohaal Hope you feel better soon. Always sucks to get burnout