Repository navigation
Releases
Stellaris Empire Dashboard 0.1.13 (v4.5.3)
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)
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)
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)
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)
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)
Built for the Stellaris 4.5.3 open beta.
Added
- A build for the Stellaris 4.5.3 open beta (Steam's
stellaris_testbranch): 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)
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
widthswitch —wideuses the browser window's full
width,wide + tableputs 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
readnum_sapient_pops, which is no trigger; nowpop_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)
Built for the Stellaris 4.5.3 open beta.
Added
- A build for the Stellaris 4.5.3 open beta (Steam's
stellaris_testbranch): 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)
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)
Built for the Stellaris 4.5.3 open beta.
Added
- A build for the Stellaris 4.5.3 open beta (Steam's
stellaris_testbranch): 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.