Stellaris

Stellaris

Not enough ratings
Earlier Megaconstruction
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
16.090 KB
3 Feb, 2018 @ 11:25am
27 Jun, 2018 @ 7:14am
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Earlier Megaconstruction

Description
A small mod that lowers requirements for starting megaconstruction, allowing you to start building mega-structures much earlier. However; actual construction times are significantly increased to maintain a reasonable degree of game balance.

Depending on your settings you will likely unlock mega-engineering somewhere around 2250-2300, but most will take around 100 years to actually finish (Making the master builders perk quite useful). Hopefully this gives a better sense of the scope of these massive undertakings while still keeping them far more relevant than the vanilla game where they dont tend to crop up until the game is done.

Habitats are now easier to get for empires that find themselves boxed in early in the game. This mod does not modify gates.

Stellaris version: 2.1.1
Languages: English
Files modified by the mod:

00_ascension_perks
00_eng_tech
00_ring_world
01_dyson_sphere
02_spy_orb
03_think_tank
habitats

Mods changing the same files will mess things up. Mods that add NEW mega-structures/technologies should work fine. Requirement tooltip on Voidborne only works in english, otherwise it works fine in other languages.
13 Comments
Apocalypse  [author] 27 Jun, 2018 @ 7:20am 
Habitats require 1 level lower of starbase tech and the mega engineering tech now only needs level 3 starbase tech (instead of 5), fusion power (instead of zero point power), and no longer needs battleship tech. Ascenion perk now only needs 2 previous perks, instead of 3.

The mod did a few other things previously, before 2.1 - but vanilla already implemented those changes.
Homozygote 26 Jun, 2018 @ 9:09pm 
So what are the requirements for the mega engineering tech in this mod? Description is a little vague :P Sounds interesting though. I've been wanting more "realistic" megastructure build times since they came out.
test 9 Mar, 2018 @ 8:06pm 
Sweet, ill check the new times today (hopefully) and see how they feel
Apocalypse  [author] 9 Mar, 2018 @ 5:30pm 
Dyson Sphere: 121 years
Ring World: 93 years
Science Nexus: 84 years
Sentry Array: 77 years
Habitat: 15 years

These are the new time requirements. Down by about 15-25% of previously, and costs slightly increased to match vanilla again, except in the case of habitats that still remain a little easier to get.
test 8 Mar, 2018 @ 10:26pm 
Happy to help :)

Ill keep playing with it because i still feel that even in its current form, this mod is better than vanilla.

Apocalypse  [author] 8 Mar, 2018 @ 12:49pm 
I've pretty much come to the same conclusion during my game. I'll get an update out when i find a bit of time. Appreciate the feedback. :steamhappy:
test 7 Mar, 2018 @ 10:45pm 
Oh and this was played in 2.0.2 beta build
test 7 Mar, 2018 @ 10:44pm 
2a. Or allow player to build 2 megastructures at the same time (if its even possible to do that)


This ofc is just from one not finished game with one particular play style and a quite lucky start.
I played tall with unity/minerals being my main focus.

I spawned in a corner of the galaxy with only 2 entrances to my area of space, one entrance being occupied by a friendly empire and the other by a hostile one but early game was guarded by a 6k npc fleet and after that, I fortified the entrance.

I avoided wars and thus never needed a big fleet, i only relied on fortresses.
This was played on Hard/Aggressive
test 7 Mar, 2018 @ 10:41pm 
Ok, so ive finally managed to play a bit with megastructures.

This is just from a "partial" game as in i havent finished it yet. Im at year 2350 and I've got a ringworld and a nexus partially built.

What ive noticed so far:

1. Costs should be higher. I had 0 issues at affording both the nexus and the ring world. Altho this might also be due to my build this game and the fact that i was rather lucky of where i spawned, avoided all wars so i never built a large fleet.

I would suggest upping the cost a little bit, not by much so its not too expensive.

2. Build times are too long. They wouldnt be too long if you were able to build multiple megastructures are the same time (even 2 at the same time would be fine i think).

Maybe reduce build times by 20% or 25% but dont go lower than 15% or higher than 25%.
Apocalypse  [author] 2 Mar, 2018 @ 11:12am 
I'd definitely appreciate some experiences with the mod post-2.0. In my current game I ended up getting my first megastructure rather late I feel, but I may just have been unlucky. It's pretty tricky testing a game that is as dynamic as Stellaris all alone.