Stellaris

Stellaris

Expert Economy 2.3
117 条留言
Icarus 2024 年 12 月 24 日 上午 10:33 
Works with 3.14
BLADE 2024 年 8 月 9 日 上午 11:39 
Those guys testing if this mod's still working are doing the work of God
ranma100 2024 年 1 月 21 日 下午 12:22 
Still works OK in 3.10
ranma100 2023 年 4 月 15 日 上午 10:59 
Still working OK with 3.7
ranma100 2022 年 3 月 9 日 下午 4:29 
The edicts expiring early is a vanilla bug with all time limited edicts. So this mod works just fine.
ranma100 2022 年 2 月 25 日 下午 7:25 
Looks like a problem with 3.3. The Galactic Feudalism edicts expire after only one day.
Icarus 2022 年 2 月 5 日 上午 11:58 
As far as I have experienced, it works with 3.2
ranma100 2021 年 1 月 3 日 下午 3:39 
This works fine with 2.8.1
Alexa 2020 年 5 月 9 日 下午 1:10 
hows the update coming it's now been many months since your last post??
Scion51 2020 年 3 月 14 日 上午 8:49 
Update?
DarkVicarius  [作者] 2019 年 10 月 28 日 下午 6:04 
There will be soon. Some buildings will have to be nerfed so that it's ok when you build many of them, while others will be made Capital-only and retain their powerful bonuses.
Ōkami 2019 年 9 月 18 日 下午 7:02 
Is there a fix for being able to build unlimited amounts of the buildings?
Ian H 2019 年 8 月 21 日 下午 7:33 
but there are to many building just for your capital
DarkVicarius  [作者] 2019 年 8 月 21 日 下午 1:56 
The code for limiting buildings to one per empire seems to no longer be supported. I will have to switch all those buildings to Capital-only.
Ian H 2019 年 8 月 13 日 下午 9:14 
all empire unique can be build unlimited times
ranma100 2019 年 7 月 18 日 下午 9:18 
I am also able to build the welfare center on multiple planets.
Xenos 2019 年 7 月 15 日 下午 2:06 
Also the Entanglement Bureau. It can be built in multiple copies, making administrative capacity meaningless.
Surik_at 2019 年 7 月 5 日 上午 10:23 
i am certain about Welfare Centre and Xeno Assembly, had multiple of those on a couple of planets at once
DarkVicarius  [作者] 2019 年 6 月 26 日 下午 7:40 
This may have been a bug a few weeks ago, but now I tested with three different buildings and all worked properly. Which buildings were causing the issue?
Surik_at 2019 年 6 月 21 日 上午 1:55 
Buildings that are supposed to be empire-unique can be built in unlimited amounts even on a single planet
DarkVicarius  [作者] 2019 年 6 月 19 日 上午 8:20 
Mod is updated for 2.3
Surik_at 2019 年 6 月 8 日 上午 5:59 
Does it work in 2.3?
키으기 2019 年 2 月 19 日 下午 11:12 
Thank you I'll use it well
ckoldmail 2019 年 1 月 20 日 下午 7:23 
Could you please make the 2.1 version availble as well?
AncientGatekeeper 2019 年 1 月 18 日 下午 9:37 
You rock! :D
DarkVicarius  [作者] 2019 年 1 月 18 日 下午 9:34 
All,

Mod has been updated to 2.2 edition.

I'm still working on converting some other buildings and features I had in my previous version, but the ones listed above in the description are all updated and complete.

Feel free to playtest and offer feedback and balance comments.
Father Catman 2019 年 1 月 11 日 下午 9:19 
I would recommend the ability to put more districts or more spots to build, something along the lines.
AncientGatekeeper 2019 年 1 月 11 日 下午 9:02 
I say keep what was originally in the mod in regards to buildings. We can better specialise colonies. For example I would put a Research Gulag on either my penal colonies or Thrall worlds instead of my citizen pop planets.
DarkVicarius  [作者] 2019 年 1 月 11 日 下午 6:18 
Regarding the recent posts:

What do you think the game most needs at this point in terms of buildings, jobs, districts, etc? Right now, Stellaris has become kind of a jumble with a lot of planetary automation and only very few opportunities to select what to build. I'm wondering why add more buildings since there are so few spots to build them in anyway.
Father Catman 2019 年 1 月 7 日 上午 1:50 
Looking forward to see what's being cooked up!
AncientGatekeeper 2018 年 12 月 27 日 上午 8:26 
Can’t wait to see what you have in store for us! Thanks for your work!
Cúchulainn 2018 年 12 月 21 日 下午 6:00 
Good luck Author! Im thankful for the hundreds of hours you've given us ! Bless you
Altair Aquila 2018 年 12 月 15 日 上午 2:37 
I'm very eager to see this update, for I have the feeling that we need more buildings
DarkVicarius  [作者] 2018 年 12 月 10 日 下午 7:17 
It will be updated, but the game is so different now that it will require a lot of rebuilding.
Canderous 2018 年 12 月 9 日 上午 8:41 
Is this mod going to be updated for 2.2?
Maxinio122 2018 年 10 月 29 日 上午 10:09 
the omega relay is highly overpowerd i got 350energy and 505 minerals out of one 25 planet and oll organic players don´t have this option
DarkVicarius  [作者] 2018 年 6 月 1 日 下午 3:33 
@Parse, it means at a cost of your core sector planet limit. So, you'll have to give up a couple of planets from your core sector into a new sector.
DarkVicarius  [作者] 2018 年 5 月 29 日 下午 8:28 
Mod updated to game version 2.1

Also check out the new features in my "Ecology & Emergency" update at the top of the page. These changes have been in the mod for some time, but I finally got around to listing them here.
N*rd 2018 年 5 月 25 日 下午 11:57 
@Autor Hey man will there be an update as the game version changed :) greets
DarkVicarius  [作者] 2018 年 5 月 18 日 下午 3:20 
@bad coffee, indeed - I'm posting the details of those additions soon.
bad coffee 2018 年 5 月 13 日 下午 5:09 
I take it the corrozine plant, borehole, and other habitability affecting buildings were added recently too?
DarkVicarius  [作者] 2018 年 4 月 28 日 下午 3:59 
Updated to patch 2.0.4

Also, added a new early game tech that unlocks a new edict - One With Nature - a very expensive one-time edict that adds +1 Ascension perk slots
James Fire 2018 年 4 月 19 日 下午 4:15 
Make a unity ambition edict that gives influence?
James Fire 2018 年 4 月 19 日 下午 4:14 
Yet you have the magistrate...
DarkVicarius  [作者] 2018 年 4 月 19 日 下午 3:35 
@Cuchulainn, I've toyed with that idea, but the AI (including sector AI) would have a lot of trouble understanding what to do with a building that costs Unity. In general, it always expects one of the classic resources as a cost and doesn't work well with things like food or unity.
Cúchulainn 2018 年 4 月 19 日 上午 11:10 
I was wondering instead of making Self Sufficient Communes costing Influence, they can cost Unity instead? I feel like it would make more sense from a RP standpoint and also since Influence is extremely important to expand...
DarkVicarius  [作者] 2018 年 4 月 18 日 下午 4:32 
NOTE: Mod updated for patch 2.0.3
DarkVicarius  [作者] 2018 年 4 月 18 日 下午 4:32 
@Kepos, thanks for the feedback. I've reduced the occurrence of those late techs a bit further, but keep in mind that if you have a researcher with Computing specialty, you will get Goliath Protocol earlier. As in the vanilla game, having a matching scientist essentially makes most techs show up one tier earlier.
Kepos 2018 年 4 月 17 日 上午 2:52 
Fine mod and a great addition. BTW, I get the 'Goliath Protocol' tech offered even in early stages of the game.
Common 2018 年 4 月 10 日 上午 2:00 
@Chiv Knight.

"Chiv Knight"