Stellaris

Stellaris

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Orbital Rings Rebalanced
   
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14 May @ 7:18pm
20 May @ 10:55pm
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Orbital Rings Rebalanced

Description
Orbital rings cost more than a habitat. They should be equally as useful.

Orbital Deposits
All effects scale with orbital ring tier.
I recommend Expanded Starbases for people wanting to play with stage four orbital rings.
Stage five orbital rings can be found in Gauntlet's Orbital Structures although this mod currently does not support their other megastructures.
  • Orbital Infrastructure: +4 districts, +1 building capacity (simultaneous build queue).
  • Orbital Housing: -10% housing usage, -10% amenities upkeep, -10% pop upkeep.
  • Orbital Logistics: -10% infrastructure upkeep, +1% planetary build/decision speed per 100 pops.
Orbital Modifiers
This requires Anti-Gravity Engineering.
  • Skyhook Expansion: -20% infrastructure upkeep, +20% districts, +20% minimum habitability.

Please note orbital infrastructure will provide +5% max districts for having Ceramo-Metal Infrastructure, or 10% with Durasteel Infrastructure.
With Mastery of Nature / Planetscaping, the orbital ring will provide +10% minimum habitability.
Both of these effects scale with orbital ring tier too.

Subterranean Deposits
These deposits are generated automatically on colonisation and will require the subterranean colonisation technology to clear. They will exist on habitats because who doesn't want to hollow out asteroids to live in?
  • Subterranean Farms: +4 (farming) districts, +1 food and +0.5 consumer goods from farmers.
  • Subterranean Mines: +4 (mining) districts, +1 minerals and +0.5 alloys from miners.
  • Subterranean Generators: +4 (generator) districts, +1 energy and +1 trade from technicians.

Subterranean Modifiers
This requires Colonial Centralisation.
  • Subterranean Cities: +20% districts, +20% minimum habitability, -20% housing useage.

Please note the subterranean deposits will provide +5% max districts for having Weather Control Systems, or 10% with Climate Restoration.
With Mastery of Nature / Planetscaping, they also provide +10% minium habitability.
With detox or worldshapers the subterranean deposits will also provide strategic resource output to farmers, miners and technicians.

As Above, So Below
There are additional specific interactions between colonies with subterranean cities and orbital rings. All effects will scale with orbital ring tier.
  • Orbital Infrastructure: +10% bonus workforce.
  • Orbital Housing: +50% immigration pull.
  • Orbital Logistics: -10% jobs upkeep.
  • Subterranean Farms: +1 society research from farmers.
  • Subterranean Mines: +1 engineering research from miners.
  • Subterranean Generators: +1 physics research from technicians.

I would very much recommend playing this mod with whatever you can find to add extra zones and/or building slots.

This mod overwrites the max carrying capacity limit of planets to 500000 and adds gaia world terraforming to the detox ascension perk. It should be compatible with everything, but please let me know if there are any issues.
13 Comments
Noromical 12 Jun @ 7:48am 
Terraforming planets into Machine Worlds re-adds the subterranean blockers to a planet as well
Hydra 7 Jun @ 9:59am 
Also i did test it with Just the Mod active and no others.
Hydra 7 Jun @ 9:57am 
Found a problem, Orbital Deposits added after game start from certain anomalies and the Arc Furnace are added but not "exploitable" so you can see the deposit when viewing through the planet menu but you cant build a mining or research station. The only anomaly i saw not working properly was Triplet Asteroids but there may be more.
AylaOrSomething 29 May @ 11:07pm 
Yeah, subterranean colonisation is a tech that is only able to be researched if you have come across the associated blocker. No matter how much tech you research, it will never show up, unless you have that blocker on a planet in your empire. The intention in the base game is that it makes no sense to see blocker tech when it has no benefit for you. I really like the thematics of it, but I'm not sure if it's the best tech to use to gatekeep an entire tech tree
Marrow  [author] 29 May @ 12:49am 
Thanks for letting me know, I'll look into the bug over the weekend. Do you have any suggestions for changes I could make to the subterranean bonuses?
BroncoXeno2035 26 May @ 10:20pm 
Turning planets into at least Ecumenopoli readds the subterranean modifiers I need to remove even though I took them away before. Also some of the subterranean bonuses don't work well because you can't have a lot of Worker Pops on the 'Ascension Worlds'
Marrow  [author] 20 May @ 9:44pm 
Thanks for pointing it out. I usually play pretty wide so I've never had that problem, but this probably explains why the AI sometimes has trouble clearing the blockers. I'll adjust the weight for the AI priority too.
Whalexy 20 May @ 4:34pm 
Got it, thanks a lot
Marrow  [author] 20 May @ 3:28pm 
@whalexy I've updated the mod to give subterranean colonisation as a research option when you pick an ascension perk. It will trigger if you pick mastery of nature, or have climate restoration, or if you're subterranean or planetscapers. If you need to add the technology using the console, use `research_technology tech_deep_sinkhole`
Whalexy 19 May @ 11:16pm 
I like the mod itself but I am having a problem with it. New planetary blockers require Subterranean Colonisation to clear but I just can't get this tech to appear. I started hitting repeatables and Fallen Empire buildings but still had yet to see the Subterranean Colonisation tech. I assume this shouldn't be the case because when I used console commands to force it I saw that it is supposed to be a pretty early tech, judging from its low cost. Am I missing something here?