Stellaris

Stellaris

Stellaris Tycoon
113 Comments
Trees Are Listening 30 Mar, 2019 @ 10:05pm 
I like the 1984 refernce
TurtleShroom 10 Feb, 2019 @ 11:17am 
Will there be an update?
Stoic⁧⁧Sirius 7 Nov, 2017 @ 8:58am 
nice
RED  [author] 7 Nov, 2017 @ 2:15am 
np ;)
ExNihil 7 Nov, 2017 @ 12:46am 
I'm recycling some assets from this mod and will give full credit for this, thanks a lot!
Stoic⁧⁧Sirius 11 Dec, 2016 @ 10:29am 
I made an updated and improved version of this mod http://sp.zhabite.com/sharedfiles/filedetails/?id=812983345
RED  [author] 28 Nov, 2016 @ 2:57pm 
@Thecrippler

No problem, mod is dead anyway (at least in my version).
Thecrippler 28 Nov, 2016 @ 6:09am 
i apologise for uploading a mod i was learning and testing haw the mods work
WarGul 28 Nov, 2016 @ 3:25am 
@Red ok no problem.
RED  [author] 28 Nov, 2016 @ 3:24am 
@NorthernSilver
Sure, no problem.
WarGul 28 Nov, 2016 @ 2:50am 
I've made the mod semi compatible with 1.3.# Permission to upload?
RED  [author] 18 Nov, 2016 @ 4:41pm 
I am very sorry for being silent, mod's development is discontinued. It is also free to take, just give credit.
Thecrippler 18 Nov, 2016 @ 1:40pm 
any plan for update 1.3.2
kinngrimm 15 Nov, 2016 @ 10:44am 
Is "Entertaiment Center" like the Xeno Zoo only buildable on blanets where we found a alien pets? In my current game i havent found one pet and even if i would find one i guess it would be on 11 tile planet with 2 free slots and no bonuses ... i don't like it that we now can't ship alien pets offplanet anymore so we could f.e. have one huge Zoo on the central world where it is really needed ^^
Dentist [2 RANG] 28 Oct, 2016 @ 3:10pm 
is this going to be updated?
LordXenophon 21 Oct, 2016 @ 2:07pm 
I've never been able to build any of the buildings, at all. As of Heinlein, it now crashes the game as soon as I research any of the tech.
fasteraubert 21 Oct, 2016 @ 12:50pm 
I have vastly enjoyed this mod but as it gets more and more outdated its not been working. Would really appreciate an update sir and either way thanks for making it :)
Pordy 15 Oct, 2016 @ 1:18am 
The mod is not so well written, looks like you tired to tweak and test every aspect of the features.
I am not complaining, 4 star mod indeed, but i have to work on it hours to fit my taste.
extreme_gamer 14 Oct, 2016 @ 7:34am 
for some reason this mod is conflicting with the no station maintenance its strange as it does not conflict throuth steam but with a manual download it does throuth the steam version i am not getting all the buildings the manual download solved one problem asi i was gettings the buildings and created another with the station maintenance i dont see how one version would conflict the other does not great idea tho i like the tv station
RED  [author] 10 Oct, 2016 @ 2:49pm 
Yeah, I know :( I'll try to make standalone version with the new patch. Maybe that will somehow help.
Olafr_the_Viking 10 Oct, 2016 @ 2:21pm 
I am using a lot of other mods (http://gamersparadiseolafr.tumblr.com/post/151248635360/olafr-mods-stellaris-season-6-mod-list) , but like Scrototem wrote, this mod adds only empty technologies with no text and no added upgrades/buildings or such, as far as I can tell.
1000-7 ZXC Dead Inside 4 Oct, 2016 @ 10:17pm 
Мод не работает, проверял с читами(чтоб побыстрее), технологии нашёл они не отображают что я научился чтото строить, и самих зданий нету, фиксаните пожалуста эту проблему(если можете)
Weed Ingus 27 Sep, 2016 @ 2:26pm 
man this mod looks great but its doesnt do anything. i research stuff and it just gets researched. no unlock text or buildings...and no im not going to another site to download and do it manually that sort of defeats the purpose of having a workshop. either fix it or delete dont leave it up as an add for another site that i dont know of or trust. much love.
RED  [author] 16 Sep, 2016 @ 8:53am 
@Arakus
Thanks for letting me know. Maybe he did it by mistake or smth.
Spatula_Khan 8 Sep, 2016 @ 12:39pm 
I also have the buildings not showing up on tech problem, this mod looks great but i cant play it :(
SalzStange 31 Aug, 2016 @ 5:38pm 
Oh, it seems there are some mroe with this problem. would be great if yo ucan fix this
SalzStange 31 Aug, 2016 @ 5:32pm 
"So here's a headscratcher. This isn't working for me, even if it's the only mod active. Technologies are showing up, but they aren't showing any building unlocks, and reearching them does nothing. "

I have exactly the same problem
Shardey 31 Aug, 2016 @ 10:53am 
A little bug concerning the Ministry of Administration: You get +2 core planets in the counter at the top of the screen.. but you still incur the energy credits penalty from having too many systems as if you didn't get the bonus. The penalty is visible both on tiles and in the Government -Demographics screens.
daybreaks 27 Aug, 2016 @ 3:25am 
IMPORTANT!
People who have dificulties to get this mod to work can try to install it manually, link to files:
http://www.moddb.com/mods/stellaris-tycoon

Manual installation works, workshop does't work.
Please fix it.
Cirdain 25 Aug, 2016 @ 9:13pm 
So here's a headscratcher. This isn't working for me, even if it's the only mod active. Technologies are showing up, but they aren't showing any building unlocks, and reearching them does nothing.
Machine Head 24 Aug, 2016 @ 2:17pm 
Your mod is amazing. It allows me to play tall instead of wide which is my kind of playstyle. Also by building the ministry buildings on my capital world it makes the capital feel like a capital instead of another random planet producing what I need. I am wondering why you left out a Ministry of Defence building? The Defence position is one of the most important cabinet positions in any government.
Babawomba 15 Aug, 2016 @ 3:54pm 
Well after multiple try with and without MODDB and no other mod I eihter get no "unlock building" or if I just drop the files insinde the Steam game folder I get the "unlock building" and the building but those ministry just doesn't want to work (I have wait for 2 years and still nothing)
For exemple I got the +2 planet but I steal have that m*ther f*cker freaking inefficient planet management (ノÒ益Ó)

Good bye sweet dreams of having no sector :'(
MadGAD 15 Aug, 2016 @ 8:21am 
Well, man, looks like something could help.I've downloaded your mod from moddb, paste it's .mod and folder to paradox mod folder and remove 00_buildings.txt from your folder.
Game works fine without it with only your own files. And all buildings works perfect.
GordonMcallister 8 Aug, 2016 @ 1:40pm 
im not stressing about it, I use 55 mods so the chances that one of them is not compatible with yours is astounding, Just trying to give some feedback and maybe help mods become more compatible.
RED  [author] 8 Aug, 2016 @ 7:42am 
I can look at crash report but I do not guarantee I will be able to help.
GordonMcallister 7 Aug, 2016 @ 10:59pm 
I liked this mod, but on average once an hour my game would crash, after slowly disabling every mod and playing until it crashed I deduced that this mod is the one causing the crash, cant figure out why this mod is causing this problem. willing to send a mod list and crash report to the author if it helps?
RED  [author] 6 Aug, 2016 @ 1:27pm 
@Duna

Every tech should have phrase "Unlock building:" in the description. If it is not there and MODDB version is not working as well (ie. phrase is still missing) then I am afraid there might be a conflict of mods somwhere.
daunbe 6 Aug, 2016 @ 12:46pm 
Hey RED, I love this mod, but there's one thing that bothers me, the lack of description in technologies :/ Some of them seems important, but when I'll decide wich one I want to research, I don't have any idea of what will happen or the effects. Is it a bug or crash caused by any other mod? One small description would come in handy, thx!
RED  [author] 2 Aug, 2016 @ 3:18pm 
True.
lpslucasps 2 Aug, 2016 @ 3:17pm 
@RED

I think the POPs requirement is perfectly valid, but maybe 20 is a bit too much. I think 16 is the sweet spot - after all, that's the default size of capitals.
RED  [author] 2 Aug, 2016 @ 3:13pm 
@lpslucasps

Well, that is one of my problems. My computer won't do huge galaxies so I am not familiar with problems players experience there ;)

That said I wonder whether deleting galaxy wide bonus for level 1 IC wouldn't do. To get 128 colonies equipped with level 1 IC player would need 51200 (before construction bonuses ofc) influence, to get to lvl 2 one would need 128000 in total. Another idea might be the requirement of having certain amount of POPs on a planet to upgrade to lvl 2. Let's say 20.


Thank you for finding a typo ;)
lpslucasps 2 Aug, 2016 @ 12:59pm 
@RED

1) I think that for really large empires an 5% empire wide bonus per building can easily become overkill. For example, in one of my saves on a huge galaxy I have 128 colonies. If I built an Industrial Complex on all of them, I would get a 640%(!) bonus to mineral production, that would stack with the 20% bonuson the planet, if it was a level 2 building.

By limiting the bonus to the planet, the player would still be able to specialize some systems on mineral production, but in a less exploitable way.

2) Glad to hear it. If you make it a Ministry building (let's say, a Ministry of Science), I would recommend to change to "Nothing can stop science." :P

Also!

3) Found a typo in the description of the Listening Post. You've wrote "We liste becOuse we care", instead of "because".
RED  [author] 2 Aug, 2016 @ 12:42pm 
@lpslucasps

Thanks! ^^

1) The idea behind Industrial Complex was precisely to let player invest heavily into economy and get gigantic bonus. To get things rolling quickly, especially in the late game. I will think about changing it though.

2) Consider it done, no problem.

@Sertonetix

Sometimes bonuses take really long to kick in but income is always changed immediately.
Babawomba 2 Aug, 2016 @ 9:38am 
It's just me or the ministry just don't work ?
I have the -15/10 energy but no empire/planet bonus
Using moddb version
lpslucasps 31 Jul, 2016 @ 9:28pm 
So, after using your mod a bit, I have some tiny suggestions.

First of all: excellent job! Stellaris Tycoon is already on my personal list of essential mods. Please, keep up yhe good work. :)

So, on to the suggestions:

1) Industrial Complex level 1 and 2 gives the empire a 5% bonus to mineral production, besides the planet bonus modifier. Well, the problem is: you can build one Industrial Complex per planet, stacking a lot of 5% empire-wide bonuses. Isn't a little unbanlanced?

I think that the empire bonus should apply only to the Great Industrial Complex building, which is an empire unique. Meanwhile, the Industrial Complexes should give planetary bonuses only, not empire-wide.

2) I miss some building that gives planetary bonuses to science output. Something like an University, that would give adjacency bonus to science, or even a Ministry of Science, that would increase the science production of the planet by, say, 10%.
RED  [author] 31 Jul, 2016 @ 1:50am 
@lpslucasps

Wow, that is some epic troubleshooting XD

lpslucasps 30 Jul, 2016 @ 8:27pm 
I tried a bunch of things, like turning off other mods and beginning a new game, with no success. Finally, I tried a crazy idea that actually worked: I put the common/Buildings folder in another mod.

I don't know how or why, but it solved my problems. Now all buildings are appearing like they should and I finally can play tall. :)
lpslucasps 30 Jul, 2016 @ 11:39am 
Ok, took a look in the files and I THINK that it May be a conflict with the Unofficial Asimov Hotfix, which also alters the file 00_buildings.txt. As soon as I get home I will make some tests.

Anyone else with the same problem is using the Unofficial Hotfix?
lpslucasps 30 Jul, 2016 @ 10:25am 
I'm having the same issues of other persons: the technologies appear, but no the buildings. I'm using the moddb version.