Stellaris

Stellaris

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Interstellar Highways
   
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24 Feb, 2018 @ 11:06pm
1 Jan, 2019 @ 9:37pm
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Interstellar Highways

Description
Adds 2 new buildings to Starbases, both of which increase the sublight speed of friendly ships by 70% each. This mod is designed to help fix the pain of waiting for your ships to traverse your empire in the mid-game, but at a (hopefully) reasonable cost so it doesn't feel like cheating, and without completely erasing the strategy involved in stationing your fleets well.

The first building is the Hyperlane Transit Station, which requires the Ion Thrusters Technology, costs 250 alloys, and has an upkeep of 3 energy.

The second building, the Interstellar Highway Control, can only be built on starbases with a Hyperlane Transit Station. It is unlocked with the Plasma Thrusters Technology. It costs 250 alloys and has an upkeep of 5 energy, but provides the same speed boost.

With both buildings together you get 140% increased sublight speed, 8 energy upkeep, and 500 upfront alloy cost.

If the balance seems off to you please leave some feedback. I've tried to make the buildings reasonably costly to provide a close-to-vanilla experience without getting too expensive, but it's quite hard to judge how much value the sublight speed gives you. I'm open to buffing or nerfing.
17 Comments
TeemEmurica 14 Nov, 2024 @ 6:08am 
After 5 years, highly doubt it but does this mod still work?
Aryk von Straln 22 Jul, 2019 @ 10:48am 
So I'm assuming these buildings only work on ships in system correct? I know very little (as in nothing at all) about modding but is there a way to perhaps allow the effect to be spread to nearby systems? I ask because I usually play pretty wide and thus a large chunk of my starbase capacity is dedicated to defending my array of planets/colonies and chokepoints.

If I could instead spread them out strategically instead of placing what amounts to a series of relay posts and thus inflating my upkeep costs I would consider this viable, well more viable I guess is a better way of putting it cause it's still a rather good idea when combined with Hyperlane relays.
Cúchulainn 20 Jul, 2018 @ 11:33pm 
If this doesn't change vanilla files, I'm sure it should work, if that's the case you can just bump the version number :)
SurpriseTree  [author] 25 May, 2018 @ 8:00pm 
Is it broken? If it's working fine I can just bump the version number to stop the warning, but I don't currently have time to fix it if 2.1 broke it.
redknight4 ﴾Σ﴿ 24 May, 2018 @ 10:39pm 
will this be updated for patch 2.1
SurpriseTree  [author] 28 Mar, 2018 @ 10:39pm 
@kelstr: No. The point is that you use your leftover starbase capacity to build a highway rather than allowing players to boost ship speed anywhere in their empire.

@Kalisa: 10 energy is a lot but the bonus you get for it is pretty good (if you use them correctly). The first building only requires 4 energy for upkeep which is pretty manageable considering you won't be using very many of them in the early/mid-game. The second building is more of a mid/late-game thing so I'm not too concerned about it being expensive (because at that point you've probably got more energy and minerals than things to spend them on).

I'll try dropping it down to 8 upkeep (3 + 5) and see if that works.
kelstr 28 Mar, 2018 @ 7:43pm 
They are not buildable at outposts?
Kalisa 22 Mar, 2018 @ 3:40am 
Only suggestion is perhaps reduce the energy cost for these, 10 energy per "starbase" seems quite high, with a small network thats quite expensive. perhaps 2 and 3 energy cost? so 5 total? would be alittle more managable early/mid game.
ulix 27 Feb, 2018 @ 4:48pm 
Will ships consider this when automatically pathfinding?
elhran 26 Feb, 2018 @ 12:13pm 
In sci-fi novels, movies etc. not every starbase or outpost is of "upgraded" quality. Many plots revolve around a remote"backwater" starbase or outpost that is not on the main "highway". Makes for good reading or movies and, hopefully in this case, interesting game playing.