Stellaris

Stellaris

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CM Colony Expansion
   
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5.766 KB
1 Jan, 2018 @ 8:29am
14 Sep, 2019 @ 12:18am
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CM Colony Expansion

Description
Updated for 2.3.3

If you like this mod, please come back to rate and favorite.
  • Provides decisions to expand planets and habitats for more districts.

  • Planet size can be increased with Terrestrial Sculpting(The tech that gives terraforming)
  • Habitats can be increased using Mega-Engineering

  • Planet will increase size by 1 after 5 years at the cost of 50 influence and 2000 energy, along with reducing population growth and building speed.
  • Habitats can be expanded with Mega-Engineering (+6 for one off cost)

No vanilla files changed, so should be fully compatible with all other mods.



17 Comments
SumYungGuy 28 Apr, 2019 @ 9:56am 
I used to curate a similar mod that increased planet/habitat size by constructing a building. And a script removed the building automatically, increasing planet size, when it was done. In that case you could modify the duration of the modifiers simply enough by modifying build speed.

But in this case, you could set up a redundant version of each expansion that applies planetary modifiers for shorter durations.

To prevent clutter you have a clause in the possible = section that says only the most advanced version is displayed.
IllegibleScream 27 Feb, 2019 @ 2:42am 
I'm trying to work out how you could add a repeatable tech to reduce the time on the modifiers, and one for the time spent activating the edict. Anyone know the function I need to call for that?
IllegibleScream 10 Feb, 2019 @ 5:59pm 
I'm trying a Sol system no FTL playthrough. This should help.
CoderMonkey  [author] 13 Dec, 2018 @ 5:59am 
Updated for 2.2, some changes due to planetary tiles->districts and edict->decision changes.
CoderMonkey  [author] 7 Dec, 2018 @ 8:21pm 
I'll be posting an minor update soon for 2.2..
VS-lockon 7 Mar, 2018 @ 4:39pm 
mine and thank
CoderMonkey  [author] 4 Mar, 2018 @ 3:57am 
Modified that planetary expansion now requires terrestrial sculpting, the same requirement that gives terraforming. Habitat expansion now requires Mega-Engineering. Tweaked planet expansion in progress penalty.
Morasain 20 Jan, 2018 @ 9:08am 
I'd say reduce the resource hit to about 75%, so that it doesn't totally cripple your early game, and reduce pop growth and building by 200% - or a flat amount of 10, if you can do additive effects on growth, because the highest I got was about 9/month.
CoderMonkey  [author] 20 Jan, 2018 @ 2:15am 
I might even buff the influence cost a bit as well.
CoderMonkey  [author] 20 Jan, 2018 @ 2:14am 
Already noticed that, on a personal side i've upped the resource hit to 150% might make 200% to zero out the resources including any buffs. The pop hit sounds like a good idea, hows 50% reduction sound or should I make higher say 75-90%.