Stellaris

Stellaris

Expert Economy 2.3
117 kommentarer
Icarus 24. dec. 2024 kl. 10:33 
Works with 3.14
BLADE 9. aug. 2024 kl. 11:39 
Those guys testing if this mod's still working are doing the work of God
ranma100 21. jan. 2024 kl. 12:22 
Still works OK in 3.10
ranma100 15. apr. 2023 kl. 10:59 
Still working OK with 3.7
ranma100 9. mar. 2022 kl. 16:29 
The edicts expiring early is a vanilla bug with all time limited edicts. So this mod works just fine.
ranma100 25. feb. 2022 kl. 19:25 
Looks like a problem with 3.3. The Galactic Feudalism edicts expire after only one day.
Icarus 5. feb. 2022 kl. 11:58 
As far as I have experienced, it works with 3.2
ranma100 3. jan. 2021 kl. 15:39 
This works fine with 2.8.1
Alexa 9. maj 2020 kl. 13:10 
hows the update coming it's now been many months since your last post??
Scion51 14. mar. 2020 kl. 8:49 
Update?
DarkVicarius  [ophavsmand] 28. okt. 2019 kl. 18:04 
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 18. sep. 2019 kl. 19:02 
Is there a fix for being able to build unlimited amounts of the buildings?
Ian H 21. aug. 2019 kl. 19:33 
but there are to many building just for your capital
DarkVicarius  [ophavsmand] 21. aug. 2019 kl. 13:56 
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 13. aug. 2019 kl. 21:14 
all empire unique can be build unlimited times
ranma100 18. juli 2019 kl. 21:18 
I am also able to build the welfare center on multiple planets.
Xenos 15. juli 2019 kl. 14:06 
Also the Entanglement Bureau. It can be built in multiple copies, making administrative capacity meaningless.
Surik_at 5. juli 2019 kl. 10:23 
i am certain about Welfare Centre and Xeno Assembly, had multiple of those on a couple of planets at once
DarkVicarius  [ophavsmand] 26. juni 2019 kl. 19:40 
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 21. juni 2019 kl. 1:55 
Buildings that are supposed to be empire-unique can be built in unlimited amounts even on a single planet
DarkVicarius  [ophavsmand] 19. juni 2019 kl. 8:20 
Mod is updated for 2.3
Surik_at 8. juni 2019 kl. 5:59 
Does it work in 2.3?
키으기 19. feb. 2019 kl. 23:12 
Thank you I'll use it well
ckoldmail 20. jan. 2019 kl. 19:23 
Could you please make the 2.1 version availble as well?
AncientGatekeeper 18. jan. 2019 kl. 21:37 
You rock! :D
DarkVicarius  [ophavsmand] 18. jan. 2019 kl. 21:34 
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 11. jan. 2019 kl. 21:19 
I would recommend the ability to put more districts or more spots to build, something along the lines.
AncientGatekeeper 11. jan. 2019 kl. 21:02 
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  [ophavsmand] 11. jan. 2019 kl. 18:18 
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 7. jan. 2019 kl. 1:50 
Looking forward to see what's being cooked up!
AncientGatekeeper 27. dec. 2018 kl. 8:26 
Can’t wait to see what you have in store for us! Thanks for your work!
Cúchulainn 21. dec. 2018 kl. 18:00 
Good luck Author! Im thankful for the hundreds of hours you've given us ! Bless you
Altair Aquila 15. dec. 2018 kl. 2:37 
I'm very eager to see this update, for I have the feeling that we need more buildings
DarkVicarius  [ophavsmand] 10. dec. 2018 kl. 19:17 
It will be updated, but the game is so different now that it will require a lot of rebuilding.
Canderous 9. dec. 2018 kl. 8:41 
Is this mod going to be updated for 2.2?
Maxinio122 29. okt. 2018 kl. 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  [ophavsmand] 1. juni 2018 kl. 15:33 
@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  [ophavsmand] 29. maj 2018 kl. 20:28 
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 25. maj 2018 kl. 23:57 
@Autor Hey man will there be an update as the game version changed :) greets
DarkVicarius  [ophavsmand] 18. maj 2018 kl. 15:20 
@bad coffee, indeed - I'm posting the details of those additions soon.
bad coffee 13. maj 2018 kl. 17:09 
I take it the corrozine plant, borehole, and other habitability affecting buildings were added recently too?
DarkVicarius  [ophavsmand] 28. apr. 2018 kl. 15:59 
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 19. apr. 2018 kl. 16:15 
Make a unity ambition edict that gives influence?
James Fire 19. apr. 2018 kl. 16:14 
Yet you have the magistrate...
DarkVicarius  [ophavsmand] 19. apr. 2018 kl. 15:35 
@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 19. apr. 2018 kl. 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  [ophavsmand] 18. apr. 2018 kl. 16:32 
NOTE: Mod updated for patch 2.0.3
DarkVicarius  [ophavsmand] 18. apr. 2018 kl. 16:32 
@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 17. apr. 2018 kl. 2:52 
Fine mod and a great addition. BTW, I get the 'Goliath Protocol' tech offered even in early stages of the game.
Common 10. apr. 2018 kl. 2:00 
@Chiv Knight.

"Chiv Knight"