Stellaris

Stellaris

Scaled Megastructures
20 Comments
JtBryant  [author] 21 Dec, 2018 @ 6:14pm 
Saddly I will not have a chance to update the mod for atleast several months. :steamsad:
ig2wtc 22 Oct, 2018 @ 2:25am 
Tahnk you very much for this Information. We are looking forward to it :steamhappy:
JtBryant  [author] 21 Oct, 2018 @ 6:30pm 
I haven't played stellaris in several months, so I'm not sure if it still works. But seeing how the next update is changing the way planets work I'll probably update it then. (assuming I don't have a schedule conflict)
How2GoAway 21 Oct, 2018 @ 6:17pm 
Does anyone know if this mod is still being worked on? Or still compatible with current version of Stellaris?
Xeth 7 May, 2018 @ 6:53am 
Hey could you make a compatible version for Realspace? There are a few more starclasses. Would be very interesting. And i love the idea
ig2wtc 12 Apr, 2018 @ 10:32am 
Not sure if it my mods fault or Stellaris 2.0 but if you cant build Ringworlds you have to swap out "ap_the_circle_of_life" inside both ringworld filed and insert "ap_galactic_wonders".
Harbinger 6 Apr, 2018 @ 7:03pm 
Is that minerals or Energy? @CoffeeGrunt
Lyndication 25 Mar, 2018 @ 4:55am 
I'm guessing this also scales the cost and time of building Megastructures? Because my Dyson Sphere costs ~ 110,000 Min per stage and I have a total reserve of 35,000, so like, it's seemingly impossible to ever hope to build one? Annoyingly it has also locked me into building that particular one as well.
dizzy 19 Mar, 2018 @ 3:21am 
I use resl space max compatability, the mod that doesnt rescale everything... had an issue with the basic as it rescaled weapons range and I use custom range mods so it was all messed up... so Max version works great. But the problem is the planets and suns sometimes appear too large and bump into each other. I had a binary system where the suns were halfway inside the other... :( So what will this mod do? I've heard reports on Real Space where the ringworld was INSIDE the sun. Does this mod make the rings and stuff larger? That would probably work for Real Space Max. And is this save game compatable?
Azerik 17 Mar, 2018 @ 9:03pm 
The migration and resettlement thing isn't an exploit? Moving populations to other planets is a necessary function of managing your empire for certain playstyles. Further, there's no evidence to suggest a single tile of Pop represents different values? Not mechanically anyway, and from the immersion perspective, not being able to resettle your population or allow migration is world breaking.

The mining thing is all perspective, since I imagine whatever process needed to create an articifical world would somehow generate the minerals and other materials required for a world to function..like Ringworlds are supposed to be exact reproduction of how natural planets work, not just upgraded habitats. But that's non-mechanical changes and doesn't bother me as much as the mechanical effects of the mod.
Luminous 17 Mar, 2018 @ 11:40am 
And to avoid turning people off this neat-o mod with criticism...

I absolutely see this mod as one that could very much become one of my always-on ones. I adore the megastructure building phase. And I can't be the only one that looks forward to the superscience phase of building Big Dumb Objects of my very own. And this really, really expands it. I can see this mod becoming an absolutely great one with some more TLC, on the scale of Gigastructures as a late-game gamechanger.
Luminous 17 Mar, 2018 @ 11:11am 
It was a trial to get this mod to work. For the first time I had to learn console commands and spend and test games, trying to find the correct mods to remove. The firstest of first world problems.

But I did it, and finally played a game centered around it!

I love the concept. I have always felt underwhelmed by the megastructures that look enormous, but are really pathetically tiny. When I saw this mod, I pretty much dropped everything to play a game with it.

It's a great start, but needs some tweaking. It would still take me, like, five hundred years to build an A class Dyson. With lots of mods boosting megastructure build time.

That's far more realistic... but also totally useless. Stellaris simply does not run fast enough to ever get it. The need to 'tech up' through multiple increasing rings of Galactic Builders Associations is... nonobvious. And a slog. Due to character limits here, I'll mostly drop my thoughts in the feedback discussion!
JtBryant  [author] 16 Mar, 2018 @ 6:20am 
@Zparadis, I'll look into that as a possibility.
JtBryant  [author] 16 Mar, 2018 @ 6:20am 
@Azerik, almost all of the changes in the mod are for balance or flavor wit the megastructures. Since the building time for both the megastructures and the buildings on them scale with the star class the Galactic Builders Association is necessary to reduce the time requirements down to something that is playable. Since the Pop growth time also scales the existing buildings are repurposed to somewhat match the Builders Associations, and due to their new effect I rebranded them to better fit thematically with their new role. Pop migration/settlement are disabled to prevent an exploit of having pops from a low tier planet move to a higher one since the amount of population each pop represents is different. Mines are rebranded because mining an artificial world makes no sense.

The removal habitats are really the only thing I changed due to personal preference, so if you want them back in they'll be in the next update. Although The Circle of Life still won't require it.
James Fire 15 Mar, 2018 @ 11:21pm 
You wouldn't be able to have it upgrade in less segments, having each one give multiple, or even hundreds, of planets?
Azerik 15 Mar, 2018 @ 11:11pm 
I feel like some of these things should be separate mods...like some of the building name changes seem weird, but the new buildings themselves feel unrelated to the concept of scaling megastructures.

Removing Voidborne and habitats seems weird and pointless.

And disabling settlement and migration seems weird and like it should be it's own mod, for niche players, because I can't see many people needing that, and it's completely unrelated to everything else.

Like The scaling megastructures sounds really cool and immersive, but I kind of hate everything else lol.
JtBryant  [author] 13 Mar, 2018 @ 8:07pm 
That was one option I considered, but I thought even the 40 planets a K class star would need would be too tedious, and the 1600 for the class B would unbearable. Even if you let the sector ai construct the buildings on the planets for you, you would still have to upgrade each segment yourself.
James Fire 13 Mar, 2018 @ 5:31pm 
Could you have the ringworlds built around larger stars just spawn more planets?
JtBryant  [author] 11 Mar, 2018 @ 7:27am 
Not directly, the mod simulates them being larger by multipling the all of the building and pop* output, upkeep, build/growth time, build cost, number of defence armies, and some of the planet and empire modifiers by the multiplier for that ringworld size.
*Except for robots since the modifiers don't work corrcetly.
wesleyjackson81484 11 Mar, 2018 @ 5:18am 
do the large ring world support larger pops