Stellaris

Stellaris

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Real Space - Planetary Stations
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File Size
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235.526 MB
9 Mar, 2022 @ 12:12am
16 Jun @ 8:08am
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Real Space - Planetary Stations

In 1 collection by Annatar
Real Space Full Pack
10 items
Description
Planetary Stations version 1.5.11

This version is compatible with patch 4.0 Phoenix.

[boosty.to]
[discord.gg]
[vk.com]



The main feature of this mod is the ability to colonize uninhabited worlds. Unlike other similar mods, the goal of this mod is not just to open up the possibility of colonization, but to make it a harmonious part of the gameplay, without seriously distorting the balance of the game. To do this, a new type of colonization - Planetary Stations - was created, similar to the Habitats. Planetary stations are relatively small settlements that are available from the beginning of the game for some types of planets. These stations are expensive to build and maintain, but have many resource production bonuses and other unique features. Stations have special special specializations, districts, and buildings. The size of planetary stations is much smaller than planets and this severely limits the number of inhabitants, but is compensated for by low population growth.

Station types:

  • Energy Station
  • Mining Station
  • Research Station
  • Civilian/Transit Station
  • Industrial Station
  • Military Station
  • Resort/Temple/Unity Station
  • Prison Station



  • This mod does not support achievements.
  • Although the required items are listed on this page, this mod can be used separately. Real Space and New Frontiers are not required at this time. Not having these mods will not cause bugs, but common items may appear in future updates.
  • This mod does not allow access to colonizing all uninhabited worlds. In future updates, new technologies for colonizing new types of worlds and other features will be added.
  • This mod can be turned on at any point in the game. A new game is not required.
  • Compatibility with other mods should not cause major problems. The minimum number of elements that can be used by other elements has been used.
  • For mod creators, use the planetary_stations flag to identify planets with stations.
  • Some elements of this mod may well not work as planned. It will take some time for testing to polish things up. I would welcome any help and advice on my Discord[discord.gg]. Unfortunately right now I have almost no time to find all the bugs myself and adjust the balance.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

[boosty.to]
Popular Discussions View All (13)
8
27 Jul @ 11:35pm
Terraforming Mars is a mistake!
mcduke313
5
21 Jan, 2023 @ 10:21pm
Military stations useless
ChemPlay
4
25 May @ 3:55pm
Theory - How to Effectively Populate a Planetary Station
The_Mess
548 Comments
EnzelTheCrow 18 hours ago 
Hi Annatar,
After the recent patch I've encountered a bug where when I set up and colonize a station on a body with minerals, it shows it as 0/0 and I can't build any of those districts (also occurs with Helium-3 districts). Haven't tested it with energy but it hasn't affected research or civilian manufacturing districts. Worth noting that I'm using this mod without the main Real Space mod, but prior to the patch I was doing the same and there was no problem.
Dr.Vaфе!ь 14 Aug @ 5:48am 
Planetary stations wont deteriorate, and impossible to terraform any of them (with real terraforming)
Raz Sofer 11 Aug @ 3:06pm 
Don't know why but i keep trying to build these outposts but keep saying i can't build it around a system. Don't know if its a bug or not
Tempest 11 Aug @ 11:02am 
Hey Annatar, is there a particular reason for the full file overwrite of the vanilla building trigger file? (That being 01_scripted_triggers_buildings.txt )

Seems like you only overwrite three triggers there so you could just have those triggers in a file that loads after the vanilla building trigger file (something like planetarystations_vanilla_overwrites.txt should work fine while also fitting in with the naming convention for your other files)

Doing it this way would improve compatibility with other mods while also reducing potential maintenance issues
Slick 9 Aug @ 6:36am 
Trying to build a station on Mars but the build percentage isn't increasing at all, just sitting at 0% on the constructor activity.
Captain Bart 17 Jul @ 2:23pm 
Does anybody else have a problem that instead of station capital buildings they have standard planet Capital buildings?
Szybs 14 Jul @ 2:33am 
hi @Annatar

I've found a bug, when the station is abandoned there is a timer that count for 5 years after which the station will deterioate. When it reaches 0 it will reset and the counting will start from begining so the station never deteoriate.
greyknight88 5 Jul @ 9:30pm 
work alone?
forerunner398 5 Jul @ 12:34pm 
Can the prison colony specialization use something closer to penal colony in the base game?
Scubert 4 Jul @ 9:16pm 
I've encountered a tiny visual bug where planet cracking a barren planet will visually leave it as barren instead of a cracked planet.