Stellaris

Stellaris

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Additional Mega-Engineering Projects
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File Size
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Updated
11.281 MB
7 Feb, 2024 @ 2:08am
21 Jul @ 1:20pm
324 Change Notes ( view )
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Additional Mega-Engineering Projects

In 1 collection by Easy Pete
Easy Pete's Mods
6 items
Description
This mod is intended to be a vanilla friendly expansion of kilostructures and megastructure mechanics. The mod adds a large selection of kilostructures, several megastructure mechanical changes, a new archaeological site, new star systems, new civics, a new origin, and a new tradition tree. The goal is to not overly affect base game power balance. Please direct balancing feedback to my discord.

Documentation:
Full documentation can be found there:
https://discord.gg/CqAMhCRbUs

Features
Megastructures
  • Asteroid Fortification
  • Orbital Fortification
  • Asteroid Miner
  • Orbital Research Lab
  • Orbital Prospector Station
  • Orbital Hydroponics Station
  • Orbital Solar Array
  • Orbital Industrial Station
  • Orbital Refinery
  • Orbital Core Drill
  • Orbital Arcology Ring
  • Orbital Shipyard Ring
  • Star Lifter
  • Matrioshka Brain

Civics
Megastructure themed civics.
  • Ingenious Architects (Regular)
  • Armed Neutrality (Regular)
  • Construction Contractors (Megacorp)
  • Private Fleetyards (Megacorp)
  • Architectural Programming (Machine Intelligence)
  • Iterative Construction (Machine Intelligence)
  • Engineering Synapses (Hivemind)
  • Biomass Reconstitution(Hivemind)

Origin
Megastructure themed origins
  • Offworld Industry (Regular)
  • Offworld Focus (Hive Mind)
  • Null Gravity Infrastructure (Machine Intelligence)

Tradition Tree
Megastructure themed tradition
  • Mega Construction Tradition Tree
  • Focused on megastructure buffs
  • Adopting the tradition prevents choosing Galactic Wonders AP
  • Final upgrade is the same as Galactic Wonders AP

Quality of Life Changes
Full list in documentation.
  • Orbital Rings can be dismantled through a planetary decision.
  • Uninhabited Habitats can be destroyed via planetary decision
  • Dyson Swarms can be built in binary and trinary systems (so can Dyson Spheres as well for Machine Age DLC owner)
  • Vanilla megastructures can coexist in the same solar system now.
  • Fixed vanilla game issue with ruined orbital rings incorrectly spawning restored rings.
  • Added tooltip to track megastructure build limits
  • Added edicts to toggle megastructures in the outliner
  • Added ability to construct the Dyson Sphere in the build menu and as a Dyson Swarm upgrade

New Megastructure Mechanics
  • All megastructures now have their base upkeep changed to trade
  • Megastructures that had no upkeep have been given a reasonable trade upkeep
  • Megastructure trade upkeep, build time, and unity/influence cost scales with empire sprawl.
  • Trade upkeep can be reduced by building a Hyper Relay (1% reduction) or a Gateway (2% reduction)
  • Megastructures now have a combined limit allowing for multiple of the same end game megastructures.
  • Kilostructure build limits now combined together

Vanilla Files Affected
Read the documentation for full list of specific vanilla overwrites and for explanations as to why a particular file is overwritten
  • Various vanilla megastructures
  • Several vanilla events
  • Several scripted triggers and effects
  • The megastructure view GUI

Credits
Credit to discord users DarkCrimson, Agent 9, Moros, and Paradox for large amounts of feedback and ideas that have greatly influenced this mod.

Credit to discord user Quollveth for giving me permission to use their shell world model: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2691400632

Credit to Emperor Scorpio for giving me permission to use some of their planet textures: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1704586879

Discord:
Documentation and changelogs can be found there:
https://discord.gg/CqAMhCRbUs

FAQ:
Is this compatible with (insert mod name here)
If it is a non megastructure mod, probably. If it is a megastructure mod, it most likely will not be compatible. (Yes that includes being incompatible with Gigastructures)

Can you make a compatibility patch for (insert mod here)?
No, I only make patches for mods I actively use. Maintaining a patch for someone else’s work that may change without me knowing is tedious if I’m not using the mod regularly. If anyone wants to maintain a compatibility patch between this mod and another mod, I will be more than happy to help you with it.

Why are some of these megastructures so weak?
Because they are supposed to be weak.

What happened to (insert missing megastructure here)? It’s gone now!
Stellaris 4.0 made a lot of megastructures designed around being habitable break and also changed a lot of modifiers I used for those megastructures. Some of them may eventually come back.

Other Mods:
Terraforming Spawn Menu: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3477854332
Defense Platforms Disable: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3480363687

Beta Branch:
Experimental testing branch of Additional Mega-Engineering Projects.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3479001707
524 Comments
Easy Pete  [author] 16 Jul @ 6:08am 
No worries, I’ll rewrite it to make it more clear
Tiny4741 15 Jul @ 4:43am 
I see. I completely misread it. My bad. Thought it was specifically saying it *was* compatible with Gigas.
Easy Pete  [author] 15 Jul @ 2:21am 
@Tiny4741 the FAQ section of the mod description specifically says this mod is not compatible with Gigas
Tiny4741 14 Jul @ 10:45am 
Answered my own question. For anyone else wondering, it doesn't crash your game or anything, but it does leave behind a bunch of blank, nothing megastructures that you'd have to remove yourself with commands or something.
Tiny4741 14 Jul @ 10:37am 
Slightly related: is it safe to disable this mod mid-save or will that completely screw the game with all the mega-engineering structures scattered around the galaxy?
Tiny4741 14 Jul @ 10:35am 
I don't know if someone else has already brought this up, but I've noticed that-- when I'm playing with both this mod and Gigas-- that I can only build one of each vanilla megastructure, despite having the Gigas customization settings set to allow multiple. Tested in a new save with only the two mods active. With both, I could only build one of each; but once I disabled this one, I could build multiple again.
Easy Pete  [author] 8 Jul @ 3:10pm 
@eqN I’m not sure how far into your game you are but you will notice inconsistency in the vanilla megastructures when used with Gigas. I do not plan to add a customization menu. If you have balance feedback regarding trade upkeep I would love to hear it since I am actively tweaking the mods balance. If you want to know exactly what files are overwritten I have all that documented in my discord server. I would be more than willing to walk you through what you need to remove to get rid of the trade upkeep. I would prefer to explain on discord since the steam comment section is less then useful for conversations.
eqN 8 Jul @ 10:34am 
Amazingly I've had no issue running this with Gigas so far. I absolutely love this mod. It adds an excellent amount of mid-tier space infrastructure.

It's probably a big ask, but is it possible to add either an event on game start, an edict, or a policy that allows the player to 'disable' the trade upkeep and revert to vanilla upkeep? The way the game is balanced it's hard to get adequate trade in my experience for some of the bigger megas unless I play a megacorp. Understandable if not interested in adding this little bit of customization. If not, or in general, would you be willing to advise how I might remove the trade upkeep by editing the files locally? Thank you!
Easy Pete  [author] 5 Jun @ 5:12pm 
@Thaxll'ssillyia I purposely made an upgrade loop to allow players to switch megastructure specializations on the fly. I never use the upgrade preview so I completely forgot about it and the way it behaves when presented with a loop.
Thaxll'ssillyia 5 Jun @ 3:46pm 
Nice, thanks! Curious, what was the problem?