Stellaris

Stellaris

!!Stellaris Economic Overhaul - No longer supported
 This topic has been pinned, so it's probably important
ButtJunkie  [developer] 22 Jan, 2018 @ 4:54pm
Mod Features
Resource System:
  • Adds 7 new basic resources that are necessary for buildings to produce energy, minerals and food.
  • These resources replace energy, mineral and food deposits.
  • Energy, minerals and food is only gained by building production.
  • These resources function as strategic resources, meaning they don't accumulate. If you lose a bunch of mining stations, it could cause some buildings to go offline.
  • Dozens of other new natural resources, which aren't required for production but do provide valuable bonuses in many ways.
  • A dozen plus artificial resources (such as ancient temples, archives, refuelling deposts etc) which provide various bonuses.
  • All resources are worth mining, provided you require them. Mining stations have far lower upkeep.
  • System cap has been raised to 500 so the AI doesn't need sectors - this is done because sectors can't make use of strategic resources outside of itself, so I increased the cap massively to do the AI a favour. The player can still make sectors if they wish, we just need to ensure they're self-sustainable (not difficult, just not quite as easy as the standard game).

Buildings:
  • Buildings have an energy construction cost.
  • Buildings require energy and/or mineral upkeep.
  • There are 5 buildings to produce energy, minerals and food - two for energy, two for minerals, and one for food.
  • There are new buildings to increase energy and mineral production.
  • There is a new building called an extractor. It is low level to be built on new colonies, and multiplies the resource output of a tile, rather than produce energy or minerals. This means new colonies will act as mining colonies, while established colonies will focus on production.
  • There are new buildings called arcologies. They allow for a higher development on the most built up worlds, providing increasing amounts of energy and minerals - they are self-sustaining in food (i.e. produce 1 food).
  • Science buildings have been streamlined into a single building. There's already enough building management in this mod.
  • Buildings can be built on top of resource deposits with no negative effect.
  • The AI works fine with these changes.
AI changes and sectors:
  • System cap has been increased to 500 so sectors are no longer needed. This is due to sectors not being able to use strategic resources (the mechanic I'm using for all the new resources) from outside of its own territory and leads to supply issues. The AI won't build sectors but the player can if we wish - we just need to make sure each sector is self-sustainable. If wejust randomly choose a planet and create a sector, it probably won't have the resources it needs to function.
  • AI does better without sectors.
  • AI does fine with the resource and building changes. It builds the mining stations it requires and supplies its buildings with enough resources.
  • AI is capable of building the megastructures.
  • Advanced AI starts have been adjusted to suit this mod.
  • Fallen Empires are uneffected since their buildings don't require resources.
  • The AI will start megastructures within the first 50-100 years.
Spaceports:
  • Many new economic modules. Four tiers of energy, mineral and food facilities, and three tiers of science. No restrictions on which combinations are built.
  • Reworked military modules, giving a bit more synergy.
  • Economic modules increase ship build time and ship cost, making it worthwhile to specialise and give a spaceport either an economic or military focus.
Dyson Ring/Swarm
  • Cheaper than the sphere, but slower (it'll be a 150+ year project).
  • Has 21 build stages (ultimately giving 1000 energy).
  • Low entry cost, no tech requirement and gradual build up allows it to be feasible early and mid-game.
  • Does not harm the system as it shouldn't.
  • Prevents construction of a Dyson Sphere.
  • Valuable as a source of energy that doesn't require a supply of fuel (as power plants now do).
Plantary Ring
  • Built around populated planets to improve their production.
  • Upgraded over 10 stages, taking about 80 years to produce 110 total output (50 energy, 30 minerals and 30 food).
  • Requires basic resources to produce its energy, minerals and food.
Orbital Station
  • Small habitat built around stars, simulating a hub for a system's mining.
  • Allows each system to provide some pops and resources.
  • A small, cheap version of the habitat that simulates small-scale colonisation.
  • No technological barrier - can be built early game.
  • The AI doesn't seem to build them.
  • Not sure whether they'll remain in the mod.
Colonisable Asteroids
  • Most asteroids can be colonised to allow mining of their surface and increase resource gain.
  • Initially all inhospitable planets were colonisable but that lead to a dozen or more inhospitable colonies per standard colony, so it was too excessive to manage and cluttered the UI.
Last edited by ButtJunkie; 23 Jan, 2018 @ 2:22am