-For 4.3 and Beyond! 7 years and counting!-
Compatible with everything! I personally play this with +50 mods. What's not completely new is directly referenced in the vanilla game.
Here are my other mods which will be perpetually compatible because they don't do much. Do check them out. I particularly like these two.
Check out my
cool and edgy names mod!
Check out my
mod that makes planets look like Uranus!
So, I've been thinking: in Stellaris there's a pretty clear class - or stratum, whatever - divide. Miners mine and be poor, artists art and do ok and administrators administrate and do great. The catch is, if there's anything that modern times have thought us is that our situation (resource-wise) has never been better, and the people that operate the heavy machinery to mine and produce energy do quite well financially. This, amongst other observations - which I intend to point out - , led me to a few more thoughts and I've come to the conclusion that:
Jobs in Stellaris don't make sense.
I mean, in the real world they wouldn't. I mean, in my perception of the real world they wouldn't:
Why would a planet have to reach the equivalent of Earth's population on 2200 just to build a Police Station, a Hospital, some farms and, if you're lucky, a Theatre?
Why do post-industrial species rely on a social pyramid as well distributed as a medieval one, with so few specialized workers?
Most importantly, where is the "Post-Scarcity" aspect of Stellaris? Why don't resources geometrically scale?

From my experience, Stellaris, specially when heavily-modded, is a resource management nightmare. You can't supply primary and secondary resources without enough pops to plop down buildings and employ on, and when you do get more pops, everybody suddenly has to eat and have 5 TVs per house. How come folks can't produce surplus as SPACE FARING CIVILIZATIONS?
Planets don't have apparent Infrastructure, nor do colonists, two centuries from now on, have the option to just plug a 3D printer and starting making weapons out of it. Why can't we just assemble some field printers instead of having to wait for a metropolis to grown and then construct a single factory?
Most importantly, space mining is the big economic promise of space exploration in real life. Why are Stellaris pops MINING UNDERGROUND WHEN THEY HAVE PLASMA THRUSTERS AND DISRUPTORS?
Why are there billions of sentient beings, capable of abstract thinking, at any given time in the galaxy single-handedly tending to generators?
I understand these are core game-mechanics, and Stellaris is not to be a 100% accurate fermi paradox breaking simulator as much as a glorified spreadsheet. It's the purpose it serves and I can respect that, but boy do I want to play it differently.
With my mod, planets should now be more orderly, prosperous, industrialized, economically dynamic and immersive, as you'd expect from a galaxy-exploring society.
My goal here is to make potential fun in Stellaris arise earlier, and provide an immersive space-faring experience from the get-go. Do not expect having a harder time with this than you'd have with this mod off. That's the whole point, honestly. There are mods out there that make the experience of playing much harder in other aspects, so why not making resource managing less painful while dealing with FEs on 2250?
All buildings in this mod are gated behind technology unlocks. Most buildings are in T1, except for those requiring advanced strategic resources (Dark Matter, Nanites, Living Metal, Zro), which are in T5 and require their respective station harvesting techs beforehand.
Talking about district requirements, I was very generous about this when designing them for 4.0. Supplementary buildings (e.g., Thermal Transformers, the Advanced Resource buildings, etc) are limited to their respective rural districts and their research equivalents (e.g., Meteorite Mills in Mining Districts, Mining Support Districts or Engineering Research districts), plus Research Enclaves. You cannot plop them in Urban districts, same as you can't plop main buildings in Rural Districts. Other than that, the District requirements are now in all descriptions for the buildings.
AI is heavily encouraged from using this mod, and so my tests confirm. I’ve seen that whilst using this mod absolutely no starting empire in the galaxy is running a deficit, and they’re actually doing quite well economically. I think this really helps in general, specially if you’re playing with a mod that really buffs end-game but the AI really doesn’t seem to get there with you.
Doesn't alter a single file, and uses it's own acronyms, so it's omnicompatible with absolutely everything.
Translation to other languages is in progress.
Have fun, you not-XIXth-century-ruler!