Stellaris

Stellaris

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Share the Wealth - Revised
   
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4 Nov, 2016 @ 11:17pm
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Share the Wealth - Revised

Description
UPDATE: Despite my initial thoughts this mod is not compatible with 1.4. Due to changes in the strategic resource system it appears that it is no longer a valid way of transferring resources. For example, you can simply build a food import dock without an export dock and still get the food, you just go into negative of the strategic resource. The sector resource transfer may still work, but due to this any updates to this mod will have a change in its overall design to fix this issue, possibly just to include the sector transfer. For now though you can try other similar mods such as Food Imports/Export and Pay the State, which have similar functions.


This mod is a redesign of my old Share the Wealth mod, built with a more balanced approach. It provides three main features:

1) The ability to transfer food between colony worlds through use of food export and import spaceport modules. The ratio of food transferred is not 1:1 however, so it is more efficient to take advantage of the food tiles on planets. Building agricultural colonies focused on food production is now a viable way to provide for less fertile worlds though, allowing them to specialise in other areas. This requires researching a new technology available after New Worlds Protocol has been researched.

2) A way to extract excess mineral and energy reserves from sectors. This is again done through use of a spaceport module, with the import module costing influence each month it is active. You have to put a bit of leverage on the sectors to give up their goods after all. Requires a statecraft technology to be researched, available after Galactic Administration.

3) Certain spaceports can now be further specialised for ship construction by sacrificing production speed at another spaceport. Each supporting spaceport has its ship construction speed reduced by 50% while the master spaceport has its speed increased by 25% . This should allow dedicated fleet construction at a faster pace for a few spaceports rather than requiring every spaceport in your empire to be upgraded. The technology required for these modules requires level 3 spaceports to have been researched first.

As the AI cannot take proper advantage of these features, they will never research the prerequisite technologies. To balance this however the modules do have a cost associated with them, in addition to the fact there is no 1:1 transference (except for sector resource extraction). Let me know if you feel something is a bit too harsh or not harsh enough. I'm still not completely set on the balance so I may change things in the future.

How to use:
The food export dock consumes 8 food from the planet it is built above, and provides a strategic resource called 'packaged foodstuffs'. This resource can be consumed by a food import dock to provide 5 food to the planet. Researching along the hydroponics line will enable you to build larger and more food efficient import and export docks. A level 4 export dock consumes 23 food to produces 4 packaged foodstuffs (20 food when consumed) for example.

To make use of mineral and energy export bays simply build them in a spaceport belonging to the sector you wish to 'acquire' resources from. These will drain 100 minerals or energy per month from the sector, crating a strategic resource in the process; mineral cache for minerals and contained energy for energy credits. Make sure you build an import dock in a core sector planet to actually recieve the minerals or energy though. Larger import modules can be built if you wish to drain from multiple sectors at the same time without requiring multiple core planets to have an import module. The import dock requires influence to maintain it each month, so you won't want to leave it up indefinitely.

The modular ship construction modules work in much the same way as the food modules. Simply build an export module in a spaceport you don't intend to build ships at and then an import module at one you wish to use for ship production. The largest module can 'draw production' from 4 other spaceports. You can of course build all four levels of module at the same spaceport for a total of 250% ship production increase. You won't have room for much else though.

I would recommend using a mod like Remove Spaceport Modules to easily remove import and export docks when you no longer have a use for them.

This mod is not achievement compatible.
Should be save game compatible. Upgrading from the previous Share the Wealth mod will result in you losing your already built modules however.

Known issues: The strategic resources do not show up in the strategic resource window due to a bug with the way spaceports use those resources. Hopefully the icons should help you to keep track of how many you are producing and using until a fix for this becomes available. If anyone knows of how to correct for this I would love to know :).
17 Comments
Jaskyl  [author] 5 Jan, 2017 @ 10:20pm 
Indeed they are. You don't even need the resource to start the production. Even though it says there is no resource available you still get the food.
Knight 'Pink from the Outset' 5 Jan, 2017 @ 8:14pm 
Aah, so you need the resource to build it, but not to keep it? That is a problem. Spaceport modules are weird.
Jaskyl  [author] 5 Jan, 2017 @ 7:52pm 
It seems you can simply build an import dock and still get the bonus without any of the strategic resource being produced. So if you lost a planet that was producing all your empires food for example, you wouldn't suddenly have starvation everywhere because you still seem to get the food bonus from the spaceport modules. This applies to the ship construction modules as well. I think those modifiers just aren't dependent on the actual resource being present, or consider a deficit to not be important in the same way a spaceport module still functions even if you are in the red on energy production.
Knight 'Pink from the Outset' 5 Jan, 2017 @ 11:19am 
What problems did you notice? I noticed an issue with the strategic resources showing up, but once I checked all the numbers I realized everything was transferring right, it just wasn't showing up correctly.
Jaskyl  [author] 4 Jan, 2017 @ 8:22pm 
Found some other problems with the mod when I was testing which means the mod isn't really viable anymore. I might have to scrap some of the features of it or find some other way to implement them.
Knight 'Pink from the Outset' 4 Jan, 2017 @ 2:29pm 
Cool cool, I really like this mod other than that. But it was a hard feature to ignore when I was losing a war. Heh.
Jaskyl  [author] 2 Jan, 2017 @ 5:15am 
I see what you mean. That modifier doesn't work like the other ones as I originally thought. Thanks for pointing that out. Bad testing on my part, as that was not the intention. I'll have another version out soon.
Knight 'Pink from the Outset' 1 Jan, 2017 @ 12:51am 
Rrrrriiiight but if one space port constructs them instantly, you can field an entire fleet in..... eek literally no time. It's instant. At that point you only need one space port.
Jaskyl  [author] 31 Dec, 2016 @ 5:52pm 
True, but to get that you have to sacrifice 50% construction speed on 4 other spaceports that could be producing ships as well.
Knight 'Pink from the Outset' 25 Dec, 2016 @ 10:23pm 
-100% construction time on a spaceport seems... pretty overpowered. Heh.