Stellaris

Stellaris

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Automated Planetary Habitats
   
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1.385 MB
11 Apr, 2024 @ 1:22am
18 Apr, 2024 @ 6:48am
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Automated Planetary Habitats

Description
Warning: Since Planetary Diversity has completely reworked the Planetary Habitat system, this mod is outdated and no longer works!

Planetary Diversity - Planetary Habitats, but as Megastructures!
This mod provides the alternative to normal planetary habitats, that function as megastructures, and as such should not lower the performance with all the pops calculations.

Main differences:
+Hopefully increased performance.
+AI should be able to build these (though they don't have a proper script for that yet).
+You don't need to wait for pops to grow, you just need to build multiple stages of the megastructure.
+These do not impact your empire size.
-As such, to balance things out, there is a limit to how many you can build. Right now it is just a static limit, but in the future I will add technologies to increase that. The new DLC promises these kilostructures, that should have a limit to how many you can build, so hopefully the devs will implement a proper counting system for them that I could just yoink (I really tried hard to make it myself, but to no avail).
-Obviously, there is less flexibility with these - you can't switch your production, you can't build special buildings, you can't move your pops to another world.
-There are multiple technologies that you need to research to unlock different megastructures - this way it also will not clutter the build menu, if you don't wanna use some of them. The tech is still somewhat linear though, so you will need to research basic factory and mine habitats for forges, for example.
-Not all production bonuses apply, and I don't think any upkeep modifiers apply either. This could be fixed in a future update, along with special APH-only production buffs from tech.

Available Megastructures:
Unlocked with the "Automated Planetary Habitats" technology:
-Factory Habitat - will produce consumer goods from minerals, built on any barren world.
-Mine Habitat - will produce minerals, built on a barren world that has a Cave System, Subterranean Wildlife, or is Rich/Ultra Rich in Minerals. All of these planetary modifiers affect production, as is the case for all following habitats.

Unlocked with the "Advanced Planetary Habitats" technology:
-Foundry Habitat - will produce alloys out of minerals, must be built on a molten planet with Volcanic Minerals.
-Hothouse Habitat - will produce energy, must be built on a hothouse world with Predictable Jet Streams.
-Toxic Habitat - same as hothouse habitat, but built on a toxic planet.

Unlocked with the "Exotic Planet Habitats" technology:
-Quarry Habitat - built on a Carbon world, will produce more minerals that a regular mine habitat.
-Forge Habitat - built on a Chthonian or an Iron world, will produce more alloys than a regular foundry habitat.

Unlocked with the "Strategic Resource World Habitation" technology:
-Crystal Mine Habitat - built on a Diamond world, will provide Rare Crystals.
-Motes Harvester Habitat - built on Ethane Ocean worlds, will provide Volatile Motes.

Unlocked with the "Asteroid Observatories" technology:
-Asteroid Observatories - built on any asteroid, produces research.

Unlocked with the "Strategic Resource World Habitation" and "Gas Giant Habitats" technologies:
-Gas Well Habitat - built on a Hot Gas Giant, will provide Exotic Gas.

The Limits
Before a proper system for this is implemented, each country has a static limit to how many different APHs they can build:
-you can build 10 basic habitats, which include Factory, Mine, Foundry and Hothouse.
-you can build 8 special habitats, which include Quarry, Forge and Toxic.
-you can build 6 strategic habitats, which are the ones that harvest strategic resources.
-you can build 4 Asteroid Observatories.
once you run out of that limit, the options to build more of those are hidden.

What is to come:
-A proper counting system when the new DLC comes out.
-Some research to boost the productivity of these, along with some more attempts to get normal upkeep and production modifiers to fully work.
-Potentially a decision to abandon a level 0 habitat, to get some resources and your limit back.
-A gas giant research habitat. I kinda wanted to finally publish the mod and I didn't feel like adding it, but maybe at some point I will.
-An actual AI system for building these.

Also I would recommend you use my other mod, the Planetary Habitats Tweaks, be it for better decisions to find locations for automated planetary habitats, or if you want more depths and fixes to the regular ones:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3137027609
18 Comments
??? 16 Mar @ 9:45pm 
I miss the old domed habitats, sad stellaris changed the system. Mostly because the art was beautiful...
Eri  [author] 6 May, 2024 @ 2:29pm 
Oh, that is something that I have not thought about, to be fair.
There isn't a way to disable them for now, but I suppose I could try to implement a decision to destroy these, but that might take time.
brungardt 6 May, 2024 @ 11:39am 
how do i disable these? i took over a whole bunch of systems and now i have so many of them that i'm losing 1k minerals a month
SolanuaMarrla 20 Apr, 2024 @ 5:08am 
Thank you fort making this! :)
Eri  [author] 18 Apr, 2024 @ 2:32pm 
Okay, it really should work now. I did not know that you can't even open the steam version of the mod if you have a local version in your folder (like they have separate instances in the launcher, why doesn't it work)
Lord Seabass 18 Apr, 2024 @ 7:38am 
just did it with only its requirements, the techs are now showing up.
Eri  [author] 18 Apr, 2024 @ 7:03am 
I am very confused. I have to ask people that actually used this mod: did it ever actually work? lmao
Eri  [author] 18 Apr, 2024 @ 6:39am 
Okay, it seems to be seriously broken . I am looking into this.
Lord Seabass 18 Apr, 2024 @ 5:52am 
unfortunately, file validation and then running only with this mod and its two requirements did not fix the issue.
Lord Seabass 18 Apr, 2024 @ 5:32am 
Nope, using a regular empire. not using machine or gestalt type, nor any modded types of government. maybe i'll try doing a file validation and seeing what happens.