Escalaion : Industrial Revolution

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Authors: Komandante, BarsikKT

Last revision: 3 Aug, 2021 at 15:35 UTC

File size: 9.31 MB

On Steam Workshop

Description:
Escalation: Industrial Revolution

Update!!! – https://steamcommunity.com/sharedfiles/filedetails/?id=2628406026

This mod completely changes the vanilla economy and transforms it into something more realistic, adequate and balanced. If you are tired of the next "♥♥♥♥" update and you dream of something more clever than clicking 2 buttons in vanilla, then this mod is for you!

In this mod:
  • The system of the economy in the districts.
    All planets have a construction and population capacity limit, this limit can be expanded by building infrastructure. Also, the entire economy is concentrated in the districts.
  • Budget system.
    Now it is possible to finance a specific industry by pouring money into it. Now you can manage and prioritize your economy significantly better.
  • Infrastructure system.
    Infrastructure is now available for construction on all planets, depending on the size of the planet, its cost and maintenance will be different, but the principle is simple – fewer planets, cheaper infrastructure. Also, upon reaching the 10th level of infrastructure, the planet will become an ecumenopolis!
  • Colonization of unusable worlds.
    In the fashion of the Industrial Revolution, the costs of construction and maintenance of buildings have increased significantly, perhaps the solution to economic problems lies above us in our solar system. Now, according to mechanics similar to habitats, you can build up all worlds except toxic ones. Each type of planets has its own characteristics, for example, on gas giants it is possible to extract energy and hyperfuel, minerals are mined on molten worlds.
  • Fuel system.
    Yes, she finally came to Stellaris. All ships consume hyper-fuel for space travel. What if it ends? Your fleet will completely lose all of its properties.
  • Optimization.
    Our mod made a unique optimization of Stellaris, according to our system, 1 pop = 100 million people, so the planetary population growth is reduced by 3 times in proportion to the increase in labor efficiency. In our mod, you can play 100 years in 2 hours!
  • Starry weather.
    Each star in our mod generates its own unique weather, some stars contribute to the conduct of hostilities with laser weapons, some do not, and unique objects can generally block the possibility of warfare. Also, each star has its own fuel consumption to overcome the system.
  • Resources in space.
    In our fashion, the coefficients of production in space are increased commensurate with the balance of the economy.
  • Ministries.
    A unique ministry building system is available for capital planets. You can build ministries and then open their departments on other planets.
  • Decrees.
    Our mod adds a ton of new decrees.
  • Mega corporations.
    A new innovation of the mega corporation of states will appear in our fashion. In our fashion, the Mega corporation itself as a style of government is cut out of the game, since in the real world all states can trade by opening branches. Therefore, after the signing of a commercial pact, any state can open branches. Thus, we significantly change the style of play and the role of trading in Stellaris. This way you can build a McDonald’s in Moscow in the middle of the Cold War!
Plans for the future:
    Writing a mod for 6 tech eras, that’s about 6 times more than vanilla stellaris. … Writing a new combat system in Stellaris.

  • Balancing the mod.
  • Adding the ability to play as Machine Empires and Hive Minds.
  • Writing an ethics / civic mod specifically for the escalation collection.

If you want to help the creator of the mod in its development and speed it up, you can make a donation.
https://www.patreon.com/lKomandante

Join my Discord server!
https://discord.gg/t5eUyrXpBc