Stellaris

Stellaris

+Stellaris Evolved Classic
50 Comments
Potato 12 Jun, 2021 @ 5:20pm 
The mod served us well dude. Thank you
Djohaal  [author] 12 Jun, 2021 @ 3:00pm 
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 @ 5:07pm 
Ingis bingis I entreat the mod gods to do a thing
Potato 12 Sep, 2018 @ 6:45am 
Well this is fucking dead
Grace of Thule 25 Mar, 2018 @ 4:38am 
Can we see an update?
Potato 16 Feb, 2018 @ 6:28pm 
It's been 80 years...
Dr.Vaфе!ь 12 Jan, 2018 @ 11:01am 
Ehhh...I nedh..an update..dying
H4shX 12 Nov, 2017 @ 9:27am 
@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 @ 6:45pm 
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 Oct, 2017 @ 8:14pm 
@Djohaal Hope you feel better soon. Always sucks to get burnout
Djohaal  [author] 13 Oct, 2017 @ 6:57pm 
I know how frustrating it can be for a mod to not update., but due to some burnout I decided to take a break from modding stellaris. This specifc mod won't be updated any soon since i had a better rework pretty much done but pending release. I'll gladly welcome someone as co-author if they feel like helping mantaining the mods.
PalmsAreSweaty 12 Oct, 2017 @ 12:25am 
Yeah at this point....this mod is breaking my game.....PLEASE PLEASE tell me guys that the author will update this?
Your Local Democracy Officer 8 Oct, 2017 @ 12:22pm 
can't wait for the 1.8 update
PalmsAreSweaty 6 Oct, 2017 @ 7:41pm 
CAN SOMEONE PLEASE AWNSER ME PLEAASE!!! IS THIS THE SAME EVOLVED MOD THAT GOT REMOVED SOMETIME AGO? IS THIS THE SAME AUTHOR?
Bambaro 6 Oct, 2017 @ 6:02pm 
has anyone tried contacting the mod author himself to just ask what his plans are for this mod? cause if you ask me it looks abandon
Cat-Lunatic 1 Oct, 2017 @ 8:16am 
What happened to Stellaris + Evolved?
JUstme27 30 Sep, 2017 @ 2:40pm 
what happened to the not classic mod was that taken down
Peanutcat 27 Sep, 2017 @ 9:10am 
Any chance for an update?
PalmsAreSweaty 24 Sep, 2017 @ 10:26pm 
Hey guys is this the same Stellaris Evolved mod from sometime ago? Is this the same author?
N2Marine 24 Sep, 2017 @ 5:47pm 
Is this going to get updated?
Vermoin 24 Sep, 2017 @ 4:41am 
What the hell happened too Stellaris+ Evolved?
cdfulling 23 Sep, 2017 @ 5:55am 
Are you planning on updating this to 1.8?
Nozeminer 22 Sep, 2017 @ 12:22pm 
Could you update it to 1.8? It kinda crashes every time i start a new game while having this on. ;_;
And I can't play without it because it became essential for my games. :squirtyay:
kerrigan1603 20 Aug, 2017 @ 8:08am 
Hi Djiohaal, may i suggest being able to customized and choose your own icon when forming an Federation.
PalmsAreSweaty 15 Aug, 2017 @ 8:18pm 
Is this the new edition from the previous Stellaris Evolved mod?
Djohaal  [author] 3 Aug, 2017 @ 7:52pm 
The AI is hopelessly stupid when handling building placement. I'm reworking the mod from scratch to hopefully account for some of those problems. Keep tuned for the next weeks
bubble baathist 30 Jul, 2017 @ 4:54am 
@Dante, the mod author took down the mod because he came out with a new edition
Azuraal 29 Jul, 2017 @ 3:26am 
@Djohaal Could you take a look on AI weights on building? AI takes some very questionable decisions like spamming industry buildings on cytadel worlds.

Also buildings that can only be built on tile with appropriate rescource should include in their potential, need for that rescource, I don't need to see all types of energy generating buldings on every citadel planet tile.
PalmsAreSweaty 28 Jul, 2017 @ 8:31pm 
does anyone know what happened to the original mod for this? I can't seem to find the original Stellaris Evolved anymore and it broke my game...
Mlem 27 Jul, 2017 @ 4:58pm 
Right, that's what I usually do. Food worlds, industry worlds, and science worlds.

Okay, I understand. So the vanilla research labs shouldn't be available to build if the mod is working correctly? Is there another basic research lab that doesn't require a tile-specific resource to be constructed?

I'll have to go over my modlist and see what might be conflicting.

Thanks for a great mod, by the way. It's made micromanaging planets a lot more fun and rewarding. (Despite the minor hurdles I mentioned.) :)
Djohaal  [author] 27 Jul, 2017 @ 3:50pm 
The science worlds are intended for centralizing reserach. You should be able to upgrade research labs in them, if the option is not showing up another mod is likely overwriting 00_buildings.txt; the current flow design with network nodes powering up the supercomputers doesn't play well with tall builds, since you need six network nodes for every supercomputer + 4 datacenter "cross". I'm still considering solutions to it. A well projected science world can output over 200 units of each kind of research. The tomb world unique resources also produce half a unit of data stream each.
Mlem 25 Jul, 2017 @ 7:08pm 
So I'm not quite sure if it's intended, but science worlds seem to be largely useless? It seems to me that unless a planet has lots of science-specific strategic resources, it can't be utilized as a science world? Even a Citadel world has better research opportunities.

Can't build Network Nodes, Research Bueraus, or Educative Centers. The only building I can build is basic science labs. But even then I can't upgrade them because the Science Citadel doesn't count as a Citadel Capitol.

Maybe I'm intended to build Data Servers and Supercomputers, but that becomes incredibly hard when going for a tall build, given my lack of planets to build Network Nodes on. I feel like I'm missing or overlooking something here.

Any tips or hints?
Djohaal  [author] 25 Jul, 2017 @ 3:29pm 
New version is up. The criminal faction is more responsive to happiness changes in your empire.
tmonahan23 25 Jul, 2017 @ 11:11am 
What about a planet edict that will make the criminal faction pop switch to another faction. The edict will last x amount of time. Doesnt guarantee all will change but many will. This could help manage the criminal faction pop sizes. Other option is to add a new building that will keep the crime faction from increasing numbers on planets with this building.
Glirr 20 Jul, 2017 @ 11:07am 
ty for answer men
Djohaal  [author] 20 Jul, 2017 @ 11:06am 
With current balance it never goes away fully. in a empire with 500 pops at least 100 were criminals in my game. As I said it needs work.
Glirr 20 Jul, 2017 @ 9:41am 
I've have maxed my happiness and set violent persecussion but the criminal faction is doesn't suppressed of my faction list
Djohaal  [author] 20 Jul, 2017 @ 8:48am 
Maximizing happiness and trough the criminal persectuion polices. They usually make up an excessively large ammount of an empire's factions though. I'm still working on their balance.
Glirr 20 Jul, 2017 @ 6:06am 
This is a question, how to we manage criminal faction ?
Rainy Day Gamer 19 Jul, 2017 @ 6:08pm 
I found minor bug. when ai builds cities in sector the sector dosent have enough influenc to have them run and the sector dosent build any thing that produces influence
tmonahan23 14 Jul, 2017 @ 3:29pm 
True you could have an event for ai to pop up after colonizing planet to declare it a research or not. You can check the ind/phy/soc number and also total number of Citadel and industrial worlds. If it doesnt match the ind/phy/soc number threshold, then check if you already have 2 of each type = industrial and citadel planets.Then give flag to be used to check next time for 4 of eacg types and the research type numbers , and repeat. Im sure there is an easier and cleaner why then i stated above. If you get that solved then your good to expand more in mod without that imbalance being an issue. Good luck with tbe mod 😄
Djohaal  [author] 14 Jul, 2017 @ 1:17pm 
I'm not sure if we can encode such AI behavour explicitly. Maybe trough events. I lowered the treshold to prioritize research capitals it required a total planet count of either ind/phys/soc of 20 to 10.:KOh:
tmonahan23 14 Jul, 2017 @ 12:33pm 
Fot thr ai empires not making research focus planets- would suggest having it where if ai will make next planet a research planet for every 2 industrial or 2 citadel worlds- just to keep the ai paced with the player in research points.
tmonahan23 14 Jul, 2017 @ 11:40am 
Cool
Djohaal  [author] 14 Jul, 2017 @ 11:21am 
Nope, I didn't build it form scratch. Most of the post text was updated from the original description since it is a troughout description of the mod. If you would read the credits section you'd find out I have full authorization from the original author to continue this fork.
tmonahan23 13 Jul, 2017 @ 9:02pm 
Now are you saying you built everything from scratch? I would just give a heads up to the orginal modder about this mod just so there is not issues and if any you guys can discuss it.
tmonahan23 13 Jul, 2017 @ 9:01pm 
Just to give you heads up that the ai isn't very good at selecting planets for the research focus planets... one issue with this older version was because the amount of phy/soc/ind tech points were low which can impact late game and balance.
Djohaal  [author] 13 Jul, 2017 @ 6:06pm 
Currently no support is available with the newer stellairs + evolved. It rebuilds the basegame from ground up. This version is identical to stellaris + evolved that was available until late june.
Rohzdear 13 Jul, 2017 @ 5:57pm 
Oh and how many features does this version and the other one share.
Thumbs up for your work!
Rohzdear 13 Jul, 2017 @ 5:57pm 
Ok... Interesting. I did like this version as well, maybe even a little bit more.
Can you confirm which patches made for the other version will work for this one?