Stellaris

Stellaris

Not enough ratings
!Space Industry (Habitat Overhaul) for 2.5.1
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
305.666 KB
17 Mar, 2020 @ 5:47pm
19 Mar, 2020 @ 9:59am
7 Change Notes ( view )

Subscribe to download
!Space Industry (Habitat Overhaul) for 2.5.1

Description
Features

SIHO; Space Industry and Habitat Overhaul, updated to 2.3! Compared to vanilla habitats in 2.3, SIHO allows you to gain useful resources from almost any habitat's placement, allow habitats to scale deeper into the late game, while also allowing your empire to decide to shift towards orbital arcologies in the early to mid game.

Early Game Habitats
Habitat construction is now a tier two technology. Constructing a habitat now only requires 1,000 alloys and 100 influence, but only starts with two districts. Researching star fortress or citadel technologies unlocks a decision that increases the habitats number of districts by 2 for a further cost of 1,000 alloys and 50 influence - to the vanilla limit of six.

Context Dependent Districts
Rather than just checking for resource deposits, habitats will also check for the type of planetary body they're built upon. Asteroids and most rocky planets allow for the astro mining districts. Ice asteroids, gas giants, toxic worlds, and luminous stars allow the generator district. And collapsars, shrouded worlds, and shielded worlds can support science districts.

Habitats can still not be built over moons, however any unlocked districts or deposits the moon would have given the habitat are added to any habitats built over the primary planetoid. In addition, habitats built over planets that possess moons or are gas giants get a free +2 district limit.

Also spiritualist empires do not produce leisure districts. Instead they can construct temple districts, which give a +5% spiritualist ethic attraction and three priest jobs.

Seamless Transition
The goal of SIHO was for habitats to feel like a continuation of, and increasing scale, of space mining and research. To account for this, you no longer have to destroy your mining or research station to begin habitat construction. Instead, the mining and research stations in orbit of the planet (or its moons) will be removed when the habitat has finished completion. In addition, your brand new habitat will already be colonized with a member of your empire's primary species, reflecting the growing population of space miners (and administrators) that will surely welcome new fresh faced immigrants who didn't realize the toil it took to turn a dead space rock into a home for the family.

Don't mind the events detailing how you need a colony ship to move your pops over for now. Apparently your capital didn't get the memo. :)

Deposit Scaling Modifiers
If you build a habitat over a planetary body with mineral, energy, or science deposits, the habitat will inherit the resource production of the deposit. In addition, for every 1 mineral, energy, or science deposit, the habitat will have a 5% bonus to job yields of that deposit type!

Late Game Habitats
Habitats in 2.3 suffer in the late game compared to planets because of how lackluster their city district is compared to their planetary cousins. From technologies and traditions, planetary city districts gain the same housing as habitat cities, in addition to two clerks. Combined with the inability to build housing buildings as a non-gestalt, this leads to a residency crunch as the late game approaches.

SIHO addresses this by making sure that the habitat city district will always be 50% better than their planetary counterpart. The housing of your habitat city district will increase by two with each city technology (to a maximum of 12), and also produces two clerks (with a third unlocked by the relevant prosperity tradition). In addition, housing districts can be built by all empires on habitats, so late game habitats can further increase their population yield like planets can.


Compatability
Planet View 2 The mod functions without this, but certain habitats (looking at you, Gas Giants) can have more than four districts, requiring this mod to properly function.

Bigger Planet View Can be used as an alternative to Planet View 2, if you want to not use the bigger building slots, or use a different max building mod of your choice.

The following vanilla files were overwritten with this mod;
03_habitat_districts
habitats

In addition, the habitat technology was also overwritten.

District Overhaul Compatability Mod Made by Arigas to address compatability issues between SIHO and DO.

Special Thanks and Other Projects
Special thanks to the Stellaris Modding Den discord channel for helping me through with any questions I've had since starting to try my hand at modding.

Rebalanced Worker Jobs Changes all worker jobs to produce 5 of their respective resource, instead of 4/4/6 (or 6/4/5 for robots), to address balance and economic concerns.
12 Comments
I'm A Distraction!  [author] 19 Mar, 2020 @ 10:13am 
Okay, for you two 2.6.* players, I've updated the main version of the mod to 2.6, which includes all the fixes for 2.6 and other updates like AI code and weightings!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1769490575
I'm A Distraction!  [author] 19 Mar, 2020 @ 6:20am 
Okay, the habitat construction not auto-colonizing and creating a weird building (should) be fixed. At least its not cropping up in the quick test I did.

Expect the 2.6 version to be updated in a few hours then. :)
I'm A Distraction!  [author] 19 Mar, 2020 @ 6:07am 
I've not given it much thought. When I make the 2.6 version (which should release in a few hours! I'm nearly done with removing the bug I've found, I think) I'll put it on some of the ideas to do further.

I'll get feed back and see how it should go for there. But Voidborn is always there to give you 4 districts instead of 2. With housing being buildable for habitats, you might also be able to use them as a boot strap until you get either starbase technologies to expand.

If it does prove to be an issue, I can add an Or argument to the decision so that void dwellers can do so from the start of the game though, easily enough.
Play For War 19 Mar, 2020 @ 5:06am 
Nice. I have a question, since the Void Dwellers depend on habitat for expansion, do you plan on making it so they have access to the two habitat expansion decisions from the beginning ? Otherwise things are going to turn ugly, with overcrowded tiny habitats. Which would be awesome if it was the Marauders, but still. Also, thanks for the link (I'm the guy from the forums).
deglingusgames 19 Mar, 2020 @ 3:44am 
I've seen this issue when building a habitat over a molten planet with no deposit, bu when I build a habitat over a gas giant (without deposit) and its 3 moons (with deposits), everything worked, additionnal district and automatic colonization
I'm A Distraction!  [author] 19 Mar, 2020 @ 3:13am 
That's the issue, yep! What's meant to happen is that, after constructing your habitat, it'll automatically be colonized with some of your pops, and no mysterious phantom habitat.
deglingusgames 19 Mar, 2020 @ 3:02am 
What is it exactly?
I also see a strange thing: when you build a habitat, there is a megastructure icon named "habitat" under the habitat and it's proper name
I'm A Distraction!  [author] 19 Mar, 2020 @ 2:57am 
...And I've found out there's a bug that causes habitat construction to be broken, which seems to have gone live in this version. I'm working on fixing it ASAP.
I'm A Distraction!  [author] 18 Mar, 2020 @ 7:17pm 
Giving a quick lookover, it seems that there are only two issues to sort out for with the voidborn start.
1: The three starting habitats do not have the modifiers from their respective deposits (can address this with either an event at the start of the game or, more hopefully, editing the initializer).
2: They, despite being size six, can still be upgraded upon researching star fortress and citadels (should just need to add a tag that the special habitats can't do it, they're already at size six).

Over all, I should have the main version (the one currently listed for 2.3+) updated to 2.6 soon, depending on how busy life keeps me.
I'm A Distraction!  [author] 18 Mar, 2020 @ 6:49pm 
I posted it after 2.6 as I was still polishing and preparing for a 2.6 release. However, thanks for letting me know it (mostly) works, that means I likely don't have to do much work.

There are alternatives to planet view that don't have the building slots. Bigger Planet View is an alternative which is just a UI tweak, and allows you to combine it with the building slot mod of your choice if you still want that: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1587178040