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Stellaris Empire Dashboard 0.1.13 (v4.5.3)

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@github-actions github-actions released this 07 Nov 11:03

Built for Stellaris Cygnus v4.5.3 (4e91).

Added

  • Every map marks the stars that change a fight in their system: pulsars (shields disabled),
    neutron stars (sublight speed −50 %), black holes (harder to disengage and to jump away), the
    X-ray binaries with one of them and the Viridescent Lightbringer (armor disabled). Each has its
    own icon, its effects on hover, and the legend under the map explains them.
  • The Traditions tab shows each tree in its colour from the game: a stripe beside each adopted
    tree, a dot before each of the others. The planner tab's tradition goals carry it too, as a
    stripe on their adopt / pick / finisher badge.
  • A Slave Market tab: what is for sale now (species, pops, seller) and what was offered before,
    with the date it was gone. With the companion mod 0.12.0 it also lists every sale — species,
    pops, buyer and seller — and names the buyer of each ended offer; in multiplayer and Ironman only
    the sales we take part in. An empire that allows slavery always sees the tab; for one that does
    not, ⚙ → Display decides: only while a species we give full citizenship is for sale (default),
    always, or never.
  • Each colony page lists its pops by species, with their citizenship (and slavery type for slaves)
    and habitability; its Pops (jobs) chart gains an "enslaved" line where there are slaves — they
    work ordinary jobs, so "employed" includes them.

Changed

  • A chart's right-hand axis is named beside it (open jobs, pops per month, …).

Fixed

  • Species rights of every species but the founder were not read (the government, ethics and
    leaders tabs saw none for them).

Stellaris Empire Dashboard 0.1.12 (v4.5.3)

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@github-actions github-actions released this 06 Nov 18:11

Built for Stellaris Cygnus v4.5.3 (4e91).

Fixed

  • Popups are no longer cut off at the edge of a scrolling panel (Upcoming, wide tables): they open
    above the page, below the name or above it where there is more room.

Added

  • Upcoming tells you when a tech you planned (or one it needs) is among the research cards on
    offer — the game does not. The row stays until you pick it or dismiss it.
  • A tech's popup shows what the game's research card does: tier, cost, what it needs and leads
    to, its effects and what it unlocks (buildings, districts, components, ship types, features) —
    the same card as in the empire planner — everywhere a tech is named: the planner tab and its
    history, events, ethics sources, blocker hints, edicts, research agreements, shipyards.
  • The tech tab shows the progress a tech keeps when you switch research away from it: on its card
    (↺) and in a list of every tech holding some. The game keeps the points, but not the card — the
    next draw may not offer it again.
  • A release's title names the game version it was built for: "Stellaris Empire Dashboard 0.1.12
    (v4.5.3)".

Stellaris Empire Dashboard 0.1.11 (v4.5.3)

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@github-actions github-actions released this 06 Nov 14:39

Built for Stellaris Cygnus v4.5.3 (4e91).

Added

  • The planner offers tech shortcuts: bundles of techs worth having in nearly every game (the
    resource districts' zone slots, the research buildings, habitats, the largest hull of your
    shipset, Mega-Engineering, …), each added with one click, its prerequisites following by itself.
  • Ironman games are recognised (from the save's galaxy settings) and get the same treatment as
    multiplayer: the cheats are off for good once any save of the game is Ironman.
  • In multiplayer and Ironman games the spoilers that reveal other empires or space you have not
    explored are off too: the whole galaxy, every system surveyed, every wormhole pair, every L-Gate,
    station owners before communications, and pact intel. Spoilers about the game's own content
    (anomalies, special projects, event timers, what-ifs) stay available.
  • An influence tab: this month's influence by source, the sources over time, what was spent
    outside the budget (claims, outposts, decisions) and what goes uncollected — power projection
    below its maximum (with the naval capacity still to fill: full coverage needs used naval
    capacity × 2 ≥ empire size), empty rival slots, and income lost at the storage cap.
  • A pacts tab: each pact type with its partners and upkeep. Migration treaties: our main species
    in each partner's empire and theirs in ours, over time. Commercial pacts: what they bring in
    trade (10 % of each partner's trade production). Research agreements: the +25 % research speed
    on a tech the partner has, added to the speed you already research at (measured from your saves
    and shown), so it is worth less the more bonuses you have — this month's extra research, and with
    ⚙'s pacts intel spoiler each partner's techs per area against ours. The pacts cheat adds which techs each partner has, what
    each commercial pact brings, and which tech to pick to gain most.
  • The tech tab shows your research bonuses and how they stack, per area: speed, output and cost,
    each with its sources (traditions, ethics, techs, policies, the council and its councilors'
    traits, situation stages, …). Bonuses of one kind add up, so each one more is worth less — the
    tab says what one more +10 % is really worth, and what a research agreement adds. Your actual
    speed is measured from your saves and checked against the sum of the sources.
  • The pacts tab lists our species living in other empires — also after a migration treaty has
    ended — with the change since they first showed up there.
  • The jobs tab shows, per colony and resource, the job output bonuses and how they stack: the
    workforce's base output, the bonuses counted from the game files (empire, colony, governor,
    species, difficulty), the rest the colony got on top (stability, happiness), and what one more
    +10 % is really worth there.

Changed

  • The zips bring Node 26 (the current LTS) instead of 24. Same requirements: Windows 10, macOS
    13.5 or newer.

Fixed

  • The planner loads again for a campaign with a large galaxy that is neither Ironman nor
    multiplayer: a nomad empire's planner never finished loading, and the map and every other tab
    got faster too.
  • The colonies tab, the colony tab and the empire panel show your colonies again while months
    pass without autosaves (fast_forward, or autosaves off with the companion mod on); they read
    "No colony matches" before.
  • Councilors in an oligarchic empire act two levels higher (the authority's +2), as in game; the
    council's effects were shown two levels too low.

Stellaris Empire Dashboard 0.1.10 (v4.5.3)

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@github-actions github-actions released this 04 Nov 20:45

Built for Stellaris Cygnus v4.5.3 (4e91).

Added

  • A Discord icon in the header, before the version: bugs and feedback go to the dashboard's
    forum on the Mirko's paradox Discord.

Stellaris Empire Dashboard 0.1.9 (v4.5.3)

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@github-actions github-actions released this 04 Nov 13:58

Built for Stellaris Cygnus v4.5.3 (4e91).

Added

  • Multiplayer games switch every cheat off: ⚙ says so and lists none. The dashboard recognises one
    by its saves; companion mod 0.11.0 also reports it each month.
  • Pops charts show last month's change on a second axis: growth, assembly, migration (refugees
    arrive as immigration) and other causes. On the all tab migration between your own colonies
    cancels out, which leaves what came from or went to other empires. Each is drawn as the mean of
    the months around it, with the month itself (whole pops, as the game books them) faint behind
    it: the game turns a fractional rate into a chance of one more pop, so a single month jumps by
    up to one. ⚙ → Pops charts sets the months: 3 before and 2 after by default, up to 6 each way.
    The game's first day counts as no month booked yet, no longer as a drop to zero.
  • What colony deficits cost: a colony that uses more of a resource than it makes is supplied by
    the rest of the empire, and the game charges trade for it (energy, minerals and food 0.125 a
    unit, consumer goods 0.25, alloys 0.5; the capital's shortfall less the empire's base income).
    The colonies tab has a "Deficit" column and the empire's total against what the budget booked;
    each colony page a "Supplied from elsewhere" panel that weighs the fee against making it there
    instead — building, upkeep and what the workers make now, less what it would make.
  • What-ifs (⚙ → What-ifs, a spoiler, off by default): what an edict would do if enacted now (or
    an active one if cancelled), what switching a policy would do, and on each colony page what
    another designation or a planet decision would do — output a month and stability, with what the
    estimate does not count named. Distribute Luxury Goods' estimate is now behind the same switch.
  • Growth tab: the Pops chart below the projection.
  • Colony tab: a Pops chart for the colony, with its monthly change, after Stability; the chart of
    employed pops, civilians and open jobs is now "Pops (jobs)".
  • Map tab: map modes, after the game's own. They colour the borders by union, by our diplomatic
    relation in the game's order, by their opinion of us, intel or AI attitude, and by trust, threat
    and how fresh our intel is. A claims mode fills the systems we claim and our systems others
    claim. A mode shows only what our intel shows, as the diplomacy tab does. Empires we have no
    communications with stay grey, and a reading our intel no longer confirms is dashed.
  • Every map: "full window" lays the map over the whole browser window, with its toolbar, the map
    tab's modes and layers, and the table beside it if you pick "wide + table". Esc goes back.

Changed

  • Bundles the extractor v0.1.11, which reads Stellaris 4.5.3: ambitions, planet decisions and
    the deficit fee per resource, for the deficit and what-if features above.

Fixed

  • Megastructure sites rule out every multiple star system, as the game does: 4.5.3's new
    quaternary stars and the crisis binary/trinary variants were offered for a Dyson Sphere, Ring
    World and the like.

Stellaris Empire Dashboard 0.1.9 v1 (for Open Beta 4.5.3)

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@github-actions github-actions released this 01 Nov 17:50

Built for the Stellaris 4.5.3 open beta.

Added

  • A build for the Stellaris 4.5.3 open beta (Steam's stellaris_test branch): what 0.1.8 does,
    with the extractor v0.1.10, which reads 4.5.3's game files. The game data it extracts is kept
    per game build, so a beta and the release after it never share one.

Stellaris Empire Dashboard 0.1.8 (v4.5.2)

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@github-actions github-actions released this 01 Nov 17:42

Built for Stellaris Cygnus v4.5.2 (9776).

Changed

  • Bundles the extractor v0.1.10: branch offices and holdings (what they need, what they give), and
    28 names and descriptions that were empty before, among them the Shroud's Psi Corps tradition,
    the arkship techs and nine starbase modules.

Added

  • Maps: rings around the galactic core — just inside the innermost system, just outside the
    outermost, and evenly spaced ones between (by galaxy size, or how many you pick) — and a cross
    dividing the galaxy into 4, 8 or 16 sectors named by compass direction (NE, SE, SW, NW, or turned
    by half a sector: N, E, S, W), reaching a little past the galaxy and fading out. On by default
    (a large galaxy: 2 rings between; 8 sectors, N, NE, E …); ⚙ → "Map rings and quadrants". Inspired by the mod Quadrant
    Fixed.
  • Galaxy tab: the settings the galaxy was created with, grouped as on the game's setup screen.
    Inspired by the mod In-Game Settings View. Saves still on disk are read again once.
  • A tab with nothing to show yet has its name dimmed, and its tooltip says why (migration, trade
    deals, galcom, shroud, diplomacy, situations). It stays a link.
  • History tab: the galaxy's known history since 2200 — a map of who held which system at the
    month picked, and the events up to it (colonies, systems claimed or taken, communications,
    guardians slain, wars), the events beside the map with "wide + table". You know your own history, all of an empire's once you talk to it — back
    to the start —, whoever held a system you have been to, and guardians' falls. A cheat in ⚙ shows
    everything. Saves still on disk are read again once.
  • Subjects tab: your subject agreements, the branch offices and holdings you own or that sit on
    your colonies, and for a MegaCorp a branch office planner — every colony ranked by the trade an
    office would bring per influence it costs (≈). Inspired by the mod Branch Office Expansion
    Planner.
  • ⚙ is organised like a browser's settings: groups, a section list and a search. Spoiler and cheat
    settings are listed only once shown, and hidden ones are off — each comes back as it was.
  • About tab: thanks to the mods, projects and libraries this dashboard learned from or builds on.
  • Wide maps: every galaxy map has a width switch — wide uses the browser window's full
    width, wide + table puts the map's table beside it (map tab: Found; systems; megastructures;
    first contacts). One choice for all maps, remembered in this browser.
  • Upcoming: what sits idle stays listed until it is busy again or dismissed (✕) — a research
    field without a tech, no council agenda in preparation, a colony or shipyard with nothing in its
    queue, a leader without a post, an empty council seat, free leader slots, idle civilian ships.
    Dismissing hides that idle spell only; idling again later shows it again.
  • Map and systems tabs: our ships on the map (all, fleets or civilian; stored in the profile), a
    fit "my stations and ships", and for nomads "my waystations" in place of "my empire".
  • Colony page: what "Distribute Luxury Goods" would bring if enacted now — its Consumer Goods,
    then amenities → happiness → stability → job output, a month and over its 10 years (≈); job
    upkeep stays the same. While it runs, until when.
  • Mods tab: the launcher's load order (#, the default sort), as of the last game start, and each
    mod's age since its last workshop update.
  • Nomads: your arkships on the map, systems and migration maps (the capital ringed), with a fit
    "my arkships".
  • Migration: a circle view — your arkships clockwise, oldest first, by size or by name — and your
    arkships' own migration. A nomad without migration partners now gets a map too.
  • Expansion tab for nomads: Settle down — what settling still needs (Adaptability or
    Versatility finished, origin quests), where an arkship could settle (habitability now and with
    Arkship Remains, jumps from your arkships) and what each of the game's outcomes would do with
    your numbers. For a nomad the tab is called "settle", dimmed until settling is possible. A
    settled empire gets an Embark checklist instead.

Fixed

  • The maps' "capital" button went to a nomad's old home star instead of the capital arkship, and
    was greyed out on the systems tab; distances from the capital (expansion) were off for nomads
    the same way. Saves still on disk are read again once.
  • The all tab's Leaders panel shows each class's limit with what raises it (techs such as
    Colonial Centralization, traditions, civics, …), not always 3.
  • Ships are named as in game: a nomad's "Logistic Ship" no longer shows as a constructor, the
    construction ship as "Construction Ship". Saves still on disk are read again once.
  • A nomad's arkship is no longer listed as an idle shipyard of its own beside its colony: it
    builds ships through the colony's shared build queue, so the colony's entry covers both. It is
    also placed on the map where it is.
  • Mods tab: a mod installed twice — a local copy and its Workshop subscription — is active only
    where the launcher loaded it, not both.
  • Companion mod 0.10.1: a colony's daily jobs and pops lines are no longer empty (0.9.0–0.10.0
    read num_sapient_pops, which is no trigger; now pop_amount).
  • Companion mod 0.10.1: a new colony is logged for a nomad arkship too (since 0.2.0 the event
    failed on every colony whose carrier is a ship).

Stellaris Empire Dashboard 0.1.8 v1 (for Open Beta 4.5.3)

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@github-actions github-actions released this 31 Oct 22:31

Built for the Stellaris 4.5.3 open beta.

Added

  • A build for the Stellaris 4.5.3 open beta (Steam's stellaris_test branch): what 0.1.7 does,
    with the extractor v0.1.7, which reads 4.5.3's game files. The game data it extracts is kept
    per game build, so a beta and the release after it never share one.
  • Upcoming: what sits idle stays listed until it is busy again or dismissed (✕) — a research
    field without a tech, no council agenda in preparation, a colony or shipyard with nothing in its
    queue, a leader without a post, an empty council seat, free leader slots, idle civilian ships.
    Dismissing hides that idle spell only; idling again later shows it again.
  • Map and systems tabs: our ships on the map (all, fleets or civilian; stored in the profile), a
    fit "my stations and ships", and for nomads "my waystations" in place of "my empire".
  • Colony page: what "Distribute Luxury Goods" would bring if enacted now — its Consumer Goods,
    then amenities → happiness → stability → job output, a month and over its 10 years (≈); job
    upkeep stays the same. While it runs, until when.
  • Mods tab: the launcher's load order (#, the default sort), as of the last game start, and each
    mod's age since its last workshop update.

Fixed

  • The all tab's Leaders panel shows each class's limit with what raises it (techs such as
    Colonial Centralization, traditions, civics, …), not always 3.
  • Ships are named as in game: a nomad's "Logistic Ship" no longer shows as a constructor, the
    construction ship as "Construction Ship". Saves still on disk are read again once.
  • A nomad's arkship no longer shows an idle shipyard it does not have, and is placed on the map
    where it is.
  • Mods tab: a mod installed twice — a local copy and its Workshop subscription — is active only
    where the launcher loaded it, not both.

Stellaris Empire Dashboard 0.1.7 (v4.5.2)

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@github-actions github-actions released this 31 Oct 22:20

Built for Stellaris Cygnus v4.5.2 (9776).

Added

  • Planner tab, right after all: goals for your playthrough — systems to survey, outposts,
    colonies (planets, habitats, ring segments), starbase upgrades, modules and buildings, districts
    and buildings per colony, megastructures, techs, traditions, ascension perks, focus cards,
    anomalies, dig sites, situations, first contacts, Wanderlust categories (and systems your
    arkship should stay out of), civics, ethics and government types, plus free-text goals. Add,
    remove, reorder (drag or ▲▼), park, note; every change is kept in a history. Each goal is
    checked against your latest save: done goals tick themselves off with their date, one that is
    no longer possible is flagged (and counted on the tab), and a goal you want to avoid turns red
    once it happens. The plan follows your save graph: loading an older save starts a branch with
    its own plan, and goals from other branches can be copied over.

  • "+ goal" buttons on the tech, traditions, colony, expansion, megastructures and situations tabs;
    a right-click on a system on the map lists the goals that fit it, and the map's new "planned
    goals" layer shows where your goals are.

  • The planner picks up what you already did: every tradition of an adopted tree (taken ones as
    done, with their date; the rest as the tree's remaining picks) and every ascension perk taken.

  • Nomads: no outposts; waystations and arkships (civilian, science, military) to plan instead.

  • Popups in the planner: what a tech, a tradition, a Wanderlust category's reward or a focus card
    gives, and for an outpost or waystation what the system holds — station deposits (per
    waystation module), a pre-FTL civilisation to observe, colonizable planets. Potential goals
    start folded.

  • Planning a tech plans what it needs: every prerequisite not researched yet, down the whole chain
    (of "either … or" prerequisites the one your empire can get), and the tier gates ("6
    Engineering techs of tier 4"). Remove the tech and they go with it.

  • Traditions are named with their tree, perks are marked; a perk you plan or took suggests the
    tradition tree it opens (The Flesh is Weak → Cybernetics).

  • Nomads: no settling either — colony goals are left out like outposts. The suggestions' buttons
    sit at the left of each row.

  • Planner order follows the game: traditions as you picked them, a pick after the ones it needs,
    a tree's finisher last; techs after what they need and tier gates in order. Your own order
    still decides wherever the rules leave a choice.

  • Planning a tradition tree's adoption plans the whole tree; planning one pick plans the adoption
    and the picks it needs.

  • Planner badges: a tech's tier and research area (in the game's colours, with a filter per area),
    a tradition's place in its tree (adopt, pick, finisher), perks — in the plan, the suggestions and
    the history, which hides reorderings unless you ask for them.

  • Research goals go as early as they can: tier by tier, a tech before the tier gate it counts
    towards.

  • Removing a goal asks whether the requirements it brought, and nothing else needs, go too — or
    stay as goals of their own.

  • A perk whose conditions do not hold yet can still be planned, with a warning (The Flesh is
    Weak: two perks taken first).

  • Focus in the planner: tasks show the area they give points to and how many; the rewards are
    goals of their own, one per Empire Progression tier ("Conquest tier 4: Improved Weaver
    Development"), with the points still needed and each area's next tiers suggested.

  • Focus tab: each category unfolds to every tier of its Empire Progression — unlocked, current,
    or how many points are still to go — with a button to plan any of them.

Fixed

  • A bio-ship empire (Biogenesis shipsets) was planned the classic hulls — Corvettes up to
    Battleships — for techs that take either; it now gets Harbingers and Stingers. Tech within
    reach, focus rewards and the other tabs that check a tech's conditions know the ship kind too.
  • Fast clicks on ▲▼ in the planner could scramble a group's order; one change now runs at a time,
    and ▲▼ step past the next goal shown.
  • The game data is extracted again whenever the bundled extractor's code changes, not only its
    version number.
  • Techs whose prerequisites include "one of" choices (Mega-Engineering and 16 others) were listed
    as within reach too early: their prerequisites were missing from the game data.

Stellaris Empire Dashboard 0.1.7 v1 (for Open Beta 4.5.3)

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@github-actions github-actions released this 31 Oct 15:54

Built for the Stellaris 4.5.3 open beta.

Added

  • A build for the Stellaris 4.5.3 open beta (Steam's stellaris_test branch): what 0.1.6 does,
    with the extractor v0.1.6, which reads 4.5.3's game files. The game data it extracts is kept
    per game build, so a beta and the release after it never share one.