Stellaris

Stellaris

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Better Starbases (NSC2)
   
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6.407 MB
4 Oct, 2019 @ 7:53am
16 May, 2020 @ 10:58am
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Better Starbases (NSC2)

Description
Increases the base health & gun slots on each starbase size.
Instead of adding medium mounts as you level up your starbases, each level adds +1 large and +1 missile mount, creating the progression: 1/1, 2/2, 3/3, 4/4, 6/6

You gain modules and buildings as follows: 2/2, 4/4, 6/6, 10/10
(note: this also means you gain more modules & buildings than in vanilla).

You have stronger and more varied modules available:
* Mining hub (+2 mining jobs, requires colony in system)
* Anchorage +4 naval capacity (+6 with naval logistics office)
* Solar Panels (+6 energy - gestalt civs only)

Extra buildings or modified buildings:
* Uplink Facility (+25% range, +15 accuracy, +8 tracking)
* Crew Quarters (10% ship maintenance savings, +100 crew exp when building new ships)
* Science Labs (+4/+4/+4 cost of 2 goods)
* Fleet Academy (+1000 crew exp when building new ships - requires shipyard or dockyard)
* Parts Manufactory (-10% ship cost, -20% ship build time - requires shipyard or dockyard)
* Trading Company: +1 trade range (does NOT require an trading hub module, but provides +2 trade each)
* Naval Logistics: +4 naval capacity (does NOT require an anchorage module, but provides +2 naval capacity each)
* Hydroponics (+6 food cost of 2 energy)
* Foundry (+3 alloys cost of 6 minerals and 2 energy)
* Fusion Reactor: +6 energy cost of 1 minerals

Compatibility:
* NSC2 compatible

Design Philosophy:
* Starbases offer more options to fit your needs
35 Comments
Mordachai  [author] 7 Dec, 2022 @ 4:30am 
Anyone is welcome to update this mod. I have been consumed by Distant Worlds 2 and a much larger mod I'm building there.

At some point I may return to Stellaris, but it's not something on my current radar.

Since I haven't updated this in at least 6mos, there are likely some issues with it. But I just don't have the time to maintain it myself. Apologies, and hopefully someone would like to update it themselves. It's not a lot of files to update, but you have to look at the differences in how things are from Stellaris today as compared to 6mos ago (thereabouts).

Some folks might want to check out Distant Worlds 2. Not quite the same experience as Stellaris - different cuppa - but a hellova game in its own right.
Gary 26 May, 2022 @ 2:03pm 
Does anyone know if there is a mod that removes the build cap on exploration cruisers (and other supercapital ships) for NSC2?

I just started a new game after the last DLC and don't remember exploration cruisers being limited to 1 and am finding it really annoying.

I would have posted this on the main NSC2 page, but didn't see a comment section...
Mordachai  [author] 8 Feb, 2021 @ 4:00pm 
I have no idea. Sounds unlikely!

Next time I'm playing w/ NSC I'll update - but too busy IRL.
Kaernunnos 8 Feb, 2021 @ 3:17pm 
Does this still work right with the new season of NSC2? I know they reworked starbases
Mordachai  [author] 21 Nov, 2020 @ 3:48am 
Yes - this one modifies NSC. So if you want these effects, it needs to be lower in the load order so it overrides NSC.

I have another version of this which has nothing to do with NSC - it's more general purpose - if you're not using NSC.
Artermus 20 Nov, 2020 @ 9:32pm 
Do I need to run both for this to work, running 2.7.2?
Better Starbases then have the this one at the bottom of the load order.
Mordachai  [author] 19 Nov, 2020 @ 9:03am 
I'll see if I can squeeze this in this weekend.
However, it is fine for 2.8 - you can safely ignore the warning.
kuailiakanha 19 Nov, 2020 @ 5:19am 
update pls
Mordachai  [author] 29 Sep, 2020 @ 10:33am 
Thanks for the feedback. Definitely a conflict - this mod will add what the description names.
You might be able to reorder things and use both? Might.