Stellaris

Stellaris

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Scaled Megastructures
   
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534.684 KB
10 Mar, 2018 @ 11:59am
13 Mar, 2018 @ 8:30pm
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Scaled Megastructures

Description
***OUTDATED***

This mod is an attempt to (somewhat) accurately scale Dyson Spheres and Ring Worlds based on the stars they're built around, and have them actually be useful.

Dyson Spheres now have the following values:
Star Class
Output
Build Cost
Build Time
B
80000
600000
270000
A
10000
140000
63000
F
4000
60000
27000
G
2000
40000
18000
K
600
16000
7200
M
40
1600
720

Ring Worlds now have the following values:
Star Class
Multiplier
Build Cost
Build Time
B
400
500000
225000
A
80
120000
54000
F
30
50000
22500
G
20
40000
18000
K
10
25000
11250
M
1
4000
1800

Multiplier is the value the mod multiplies almost all building and pop values by to simulate the planet being larger.

List of other changes:

Buildings
  • New building Planetary Builders Association +10% planet building speed, upgrades to Galactic Builders Association, requires Planetary Builders Association tech
  • New building Galactic Builders Association +10% empire building and megastructure building speed, +1000 energy and mineral storage, requires 20 pops (to avoid it being too spammable), unlocked with megastructures tech
  • Renamed Gene Clinic to Planetary Immigration Office
  • Renamed Cyto-Revitalization Center to Planetary Emigration Office +20% planet growth rate changed to +10% empire growth rate, requires 20 pops
  • Unit Assembly Plant +20% planet robot build speed changed to +10% empire robot build speed, requires 20 pops
  • Renamed Mines built on ringworlds to Interstellar Mining Depot
Ascension perks
  • Removed tier requirements for Master Builders, Galactic Wonders, and The Circle of Life (to allow you to build the smaller structures earlier in the game)
  • Removed tech requirements for Master Builders
  • Master Builders +20% megastructure building speed changed to -20% megastructure building cost
  • Removed Voidborne (and habitats)
Game Mechanics
  • Disabled resettlement and migration for balance (policy and species right were left in to please/anger factions)

Known issues:
  • Robots are not balanced for higher tier ringworlds, most of modifires I used for organic pops don't have robot equivalants.

Plans:
  • Do something with the science nexus since I can't figure out a good way to have it scale.
  • Have the higher tier ringworlds increase naval & starbase cap, and tradition and tech costs more.
  • Something to use the insane amount of resources the class B structures create.
  • Compatibility patches for major mods.
Do to the large number of changes in this mod I'm clasifing it as a beta, so I can get some balance feedback and bug reports.
Popular Discussions View All (2)
4
16 Dec, 2018 @ 7:59pm
PINNED: Bug Reports
JtBryant
3
22 Oct, 2018 @ 3:30pm
PINNED: Feedback or Suggestions
JtBryant
20 Comments
JtBryant  [author] 21 Dec, 2018 @ 6:14pm 
Saddly I will not have a chance to update the mod for atleast several months. :steamsad:
ig2wtc 22 Oct, 2018 @ 2:25am 
Tahnk you very much for this Information. We are looking forward to it :steamhappy:
JtBryant  [author] 21 Oct, 2018 @ 6:30pm 
I haven't played stellaris in several months, so I'm not sure if it still works. But seeing how the next update is changing the way planets work I'll probably update it then. (assuming I don't have a schedule conflict)
How2GoAway 21 Oct, 2018 @ 6:17pm 
Does anyone know if this mod is still being worked on? Or still compatible with current version of Stellaris?
Xeth 7 May, 2018 @ 6:53am 
Hey could you make a compatible version for Realspace? There are a few more starclasses. Would be very interesting. And i love the idea
ig2wtc 12 Apr, 2018 @ 10:32am 
Not sure if it my mods fault or Stellaris 2.0 but if you cant build Ringworlds you have to swap out "ap_the_circle_of_life" inside both ringworld filed and insert "ap_galactic_wonders".
Harbinger 6 Apr, 2018 @ 7:03pm 
Is that minerals or Energy? @CoffeeGrunt
Lyndication 25 Mar, 2018 @ 4:55am 
I'm guessing this also scales the cost and time of building Megastructures? Because my Dyson Sphere costs ~ 110,000 Min per stage and I have a total reserve of 35,000, so like, it's seemingly impossible to ever hope to build one? Annoyingly it has also locked me into building that particular one as well.
dizzy 19 Mar, 2018 @ 3:21am 
I use resl space max compatability, the mod that doesnt rescale everything... had an issue with the basic as it rescaled weapons range and I use custom range mods so it was all messed up... so Max version works great. But the problem is the planets and suns sometimes appear too large and bump into each other. I had a binary system where the suns were halfway inside the other... :( So what will this mod do? I've heard reports on Real Space where the ringworld was INSIDE the sun. Does this mod make the rings and stuff larger? That would probably work for Real Space Max. And is this save game compatable?
Azerik 17 Mar, 2018 @ 9:03pm 
The migration and resettlement thing isn't an exploit? Moving populations to other planets is a necessary function of managing your empire for certain playstyles. Further, there's no evidence to suggest a single tile of Pop represents different values? Not mechanically anyway, and from the immersion perspective, not being able to resettle your population or allow migration is world breaking.

The mining thing is all perspective, since I imagine whatever process needed to create an articifical world would somehow generate the minerals and other materials required for a world to function..like Ringworlds are supposed to be exact reproduction of how natural planets work, not just upgraded habitats. But that's non-mechanical changes and doesn't bother me as much as the mechanical effects of the mod.