Stellaris
!!Stellaris Economic Overhaul - No longer supported
345 comentarios
Maschinenmensch 9 DIC 2023 a las 2:14 p. m. 
Nice
Colenor 27 ABR 2021 a las 1:21 p. m. 
what happened to the 3.0.2 version of this? the 7 packs of it are gone and steam removed them from my subsribed list. usually when a mod gets taken down its stays downloaded and it just cant be redownloaded at any point. has that changed? because it hasnt been in a change logs for steam
stephangoodwin 15 SEP 2019 a las 10:47 p. m. 
To a large extent I did. I was going to use your gfx and credit you all the same. I loved this mod in 1.9 and I'm learning a lot trying to recreate it.
ButtJunkie  [autor] 10 SEP 2019 a las 10:59 p. m. 
Vanilla does a fair bit of what this mod did anyway (adding several tiers of resources for production chains), it just doesn't have as many primary resources. Might be easier just to start from scratch with vanilla.
stephangoodwin 10 SEP 2019 a las 9:28 p. m. 
Nevermind I found them
stephangoodwin 10 SEP 2019 a las 9:25 p. m. 
For whatever reason I can't seem to find this one's files.
ButtJunkie  [autor] 9 SEP 2019 a las 11:17 p. m. 
Ohhh this one, sorry wrong mod. This mod was replaced by a later mod I made which features a much deeper economic system, that replaces pops, buildings, features trade ships etc. Feel free to take inspiration or use parts of this one. The mod that replaced this one is called 'Stellaris Realism', but I'm renaming it to use this mod's name since it really is an economic and development mod.
stephangoodwin 9 SEP 2019 a las 9:26 p. m. 
Oh, awesome! Since it said "no longer supported" I thought this version was dead. That's great news.
ButtJunkie  [autor] 9 SEP 2019 a las 6:09 a. m. 
I still plan on updating it, sometime this month.
stephangoodwin 8 SEP 2019 a las 12:31 p. m. 
So, I would like to try and make this system of elements for economy work in 2.3, could I get the files and try it?

Thanks.
ButtJunkie  [autor] 12 SEP 2018 a las 12:09 a. m. 
New version of the mod here linked here. It changes the game pretty drastically (new systems rather than using vanilla's).
https://sp.zhabite.com/sharedfiles/filedetails/?id=1504065390
muraviev2 28 JUL 2018 a las 6:31 a. m. 
How are you?
muraviev2 23 JUL 2018 a las 2:52 a. m. 
Ok. Thanks for your attention!
ButtJunkie  [autor] 22 JUL 2018 a las 5:09 p. m. 
AI management systems ruthlessly squash it out ;) I haven't really thought about it yet. I expect a certain amount of corruption to be standard and built into the system, as it always has been in our own history (and still is). It could be a good mechanic to cause an empire to stagnate and decline.
muraviev2 22 JUL 2018 a las 11:41 a. m. 
Adding debt is a good idea. But, finally, what do you think about corruption? Because it is weird when there is no C. in a great star state.
ButtJunkie  [autor] 22 JUL 2018 a las 5:24 a. m. 
I might add the ability to go into debt with the appropriate consequences, but I don't think it's worth modelling inflation. In reality it's far more complicated than it is in say EU4, and it affects a government differently than the average citizen. I'd prefer to just say the government and industry AIs do a good job at managing the economy.
muraviev2 22 JUL 2018 a las 12:46 a. m. 
Oh well. So maybe there is a point in introducing inflation? It will be easy I think. Just add some modificators increasing cost of eveything- such as ships, stations or other things because of some events such as wars or the lack of food or minerals
ButtJunkie  [autor] 21 JUL 2018 a las 6:00 p. m. 
I know I didn't cover a lot of it in detail (I'm making another vid in a day or so which will cover more), but 'credits' is already the currency ;) We don't produce 'energy' - we get credits via taxation of industry.
muraviev2 21 JUL 2018 a las 12:57 a. m. 
Yeah it is great but the quiestion is if you are going to take some features of the future update or even to collaborate with it? And do you want to add a currency system? Because currency is a vital part of economics. It will work like as any empire in game will produce an amount of their currency which will be able to be exchanched for another empires currency or to be transformed into energy credits playing the role of Galactic gold in the trades hubs. The value of the currency can be changing due to different factors such as wars famine or other. The trade negotiations will be done only with the currency of negotiating countries so the more resourses or other things you sell the higher will be you currency value.
And there is no corruption in the game which is really strange. Maybe you will do something about it too?
ButtJunkie  [autor] 20 JUL 2018 a las 10:17 p. m. 
A short preview of part of the upcomming mod. It's a bit old now - I've added quite a lot in the last few days.

https://www.youtube.com/watch?v=SQcnC7Dakzc&lc=z23sh51wqmefyny1tacdp43bqduvvhhsdcs1esy3dh5w03c010c

muraviev2 20 JUL 2018 a las 2:24 p. m. 
There is going to be a great update connected with economics. What will you do about it?
ButtJunkie  [autor] 14 JUL 2018 a las 6:53 a. m. 
Alpha probably out within a week, but it'll be rough and not aimed for proper playthroughs. For playthroughs, I'm guessing 1-2 weeks after that. Timeline is subject to change due to life etc.

I've had to overhaul many things multiple times because of radical changes - e.g. colonisation works completely different now, and I had to rewrite most of the mod's scripts for it.
muraviev2 14 JUL 2018 a las 4:24 a. m. 
I wanna try it before I will be 80
muraviev2 14 JUL 2018 a las 4:22 a. m. 
How are you man?
ButtJunkie  [autor] 27 JUN 2018 a las 7:40 p. m. 
The next version is making far more extensive changes than I ever planned (learned there was much more I could do with it). It replaces half of the game's systems (anything to do with planets and economy is completely replaced - colonisation, development, economy, migration, resources etc all operate with new systems). I'll do a preview vid soon, and hopefully within a couple of weeks release it as a playable alpha.
Complete Casual 24 JUN 2018 a las 12:40 a. m. 
dang, forgot about stellaris, then madalore's video on aurora 4x reminded me of this mod, shame it isnt quite ready yet, hope your work on it goes smooth :)
muraviev2 2 JUN 2018 a las 2:09 a. m. 
Half-life 3 will come sooner
ButtJunkie  [autor] 2 JUN 2018 a las 2:05 a. m. 
When I said a week away, I really meant longer because I just completely overhauled the economic part!
stephangoodwin 30 MAY 2018 a las 6:10 p. m. 
*super excited to hear an update about this mod*

*waits*
ButtJunkie  [autor] 17 MAY 2018 a las 9:17 a. m. 
It's always a week away. I did some GUI work to make the mod much easier to use, so it really may be a week away now.
muraviev2 17 MAY 2018 a las 9:14 a. m. 
So when is the release of the second part?
ButtJunkie  [autor] 4 MAY 2018 a las 10:02 p. m. 
SEO2 is well underway, maybe a week til release. The economic and development part of the game is quite different ;)
ButtJunkie  [autor] 30 ABR 2018 a las 5:04 p. m. 
A bit more polishing etc and I'll re-release the first part with the economic part.
ButtJunkie  [autor] 22 ABR 2018 a las 7:57 a. m. 
Released the first part of my new overhaul which the resource & economic overhaul will be built on: https://sp.zhabite.com/sharedfiles/filedetails/?id=1367553125 .
ButtJunkie  [autor] 19 ABR 2018 a las 7:16 p. m. 
Thanks, will do - I'll be pretty excited to have both parts of the mod released and see what people think. I've got a quick intro vid for the first part: https://www.youtube.com/watch?v=-fw9kTgMNuU&

I'd say the devs wanted to keep the economic system reasonably simple, possibly because of time constraints, and possibly because they didn't think it would suit the audience as a whole.

danielprates 19 ABR 2018 a las 6:56 p. m. 
PS: when your new mod comes out, do inform here about it!
danielprates 19 ABR 2018 a las 6:56 p. m. 
Many, many thanks. I have said it before here,: this is the only mod that really brings the stellaris economic system up to reality. I love the idea of having some 10 or 12 commodities, and only being able to produce minerals and energy with them. I often wonder why hasn't anybody though of this before, the devs included.
ButtJunkie  [autor] 17 ABR 2018 a las 1:54 p. m. 
This mod is being integrated into a larger overhaul mod, the first part of which will be released in a day or two (I'm just doing last minute polishing and a couple videos). The second part contains a resource overhaul and deeper economy, which will take another week or so assuming no design changes. Most of the code for it is done, but it needs a fair amount of polish, documentation and testing.
mefistofeus 17 ABR 2018 a las 11:00 a. m. 
I don't know how I will stand untill battletech without this mod. This mod won't be updated before 2.1?
ButtJunkie  [autor] 12 ABR 2018 a las 11:02 a. m. 
This is an old (test) version - I'd wait for the next version unless you're still playing on 1.9. The first part of it (covering planet development) will be out in 1-2 days, and the resource part of it will probably be out by next weekend.

It doesn't slow the game down, but isn't compatible with Glavius' AI (as nicodede62 points out, Glavius changes the building files which will overwrite the building's resource requirements in this mod).
nicodede62 12 ABR 2018 a las 1:00 a. m. 
Galdius AI touch with event at building, i think with the new system from Buut, its not compatible.
Buut dont use now (if i'm correct) the ground panel for planets.
Carredin 11 ABR 2018 a las 10:48 p. m. 
Looks great, just wondering?

Does this slow the game down noticeably (so do I need smaller galaxies)?
and does the ai function well and is it compatible with glavius ai megamod or enhanced ai?
ButtJunkie  [autor] 8 ABR 2018 a las 3:17 p. m. 
Ok, new timeline. Part 1 to be ready for next weekend and part 2 for the weekend after. Part 1 should be out by now, but I was focusing and greatly expanding on the scope of 2. It's not a simple resource system anymore, it features a new automatic planet industry system with supply chains that bring income and benefits (strategic bonuses are gained through them). They'll develop without the player's input, but the player will also be able to influence which industries are established (for flavour or strategy).
nicodede62 7 ABR 2018 a las 1:58 a. m. 
You know, I dont play stellaris because I want your mod !
Its not a critic, iI waiting with patience but for me playing at the vanilla game is now so boring. No resource strategy, no planet development, etc...
Wait and see ;)
ButtJunkie  [autor] 5 ABR 2018 a las 3:50 p. m. 
Forget to set it not to expire, this one works: https://discord.gg/hzN8GtT
BTAxis 5 ABR 2018 a las 1:47 p. m. 
Heads up, the Discord link you posted below is not valid.
ButtJunkie  [autor] 2 ABR 2018 a las 8:11 a. m. 
In order for the empire's economy to stay somewhat balanced, a simplistic galactic market would have to be created, so specialisation doesn't harm the economy. This may give empires strengths and weaknesses and more character, as perhaps militaristic empires produce ships and weapons and receive bonuses to their own warships, or an empire focuses on health and as a result, their empire tends to have advanced medical technology and receive bonuses there.
ButtJunkie  [autor] 2 ABR 2018 a las 8:11 a. m. 
Anyone that wants to talk about this mod etc can do so here: https://discord.gg/Xa3ppg
It's a discord server featuring many of the major Stellaris mods, and I'd welcome any input on my channel there. It's where I tend to post updates etc.

As for the production chain, I've thought of a system where we can have 4 different tiers of production: extraction, processing, production of parts and manufacturing the final product. Extraction is handled by orbital mining stations, and the other 3 tiers by planets. Planets could vary in the resources they desire, and the tiers and products within tiers that they want to produce.
ButtJunkie  [autor] 2 ABR 2018 a las 7:00 a. m. 
@Ironyz - by next weekend or the weekend after.

@muraviev2 - I've got two thoughts about this:

1) We are running an empire, so the details of the goods aren't really our concern. I'd prefer to implement additional production tiers such as processing and manufacturing components. I think I have a method to make it doable, I'll explain after this comment.

2) Food is a better than consumer goods for the necessities. I'm renaming it to Bioindustry, representing agriculture, health etc, and it's supplied by substances heavily used in those industries.
bubble baathist 1 ABR 2018 a las 11:35 a. m. 
can we get a specific date for the release so that I can take time off work