Stellaris

Stellaris

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Space Exploitation
   
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13 Mar, 2021 @ 1:36pm
22 Nov, 2021 @ 8:39am
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Space Exploitation

In 1 collection by James Fire
TermiAurthur's Current game mods
112 items
Description
"Space mining done right." -Riddle78

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This mod has now been rolled into Rise Of Cosmic Industry. This version will no longer receive updates.



You ever wanted to mine that system with 3 asteroid belts? Or maybe skim Gas Giants for more material for your fusion reactors? Or how about processing lava from a Molten world?

Well, we've got all that, plus a bit extra. It's not free to place these mining operations, but they don't require pops or jobs. They do require a colonized planet with at least 10 pops in the system, however. This leads to constructing habitats in specific systems so you can build Minor Colonies on all the planetary bodies in the system.

Planets can be colonized by decisions on them, or by Automation. Each planet colonized using these decisions has a specific Exploitation Value based on its size. Default is 1 Exploitation value per size, which translates to 1 construction project per size.

Due to safety concerns of the few people living on these colonies(And game limitations), power generation must be on-site. Due to the same limitations, Alloys can only be manufactured from local minerals.

Each project produces a resource, and all non Power Planet projects require energy. When a construction project is completed, it adds deposits to the planet, with a base amount for the project, a random chance of extra, and more based on the planet it is built on. For instance, Mineral Mines get an extra 2 minerals on asteroids. Due to how vanilla handles mining/research stations, you cannot mix resources that would be collected by the other one. Mining stations do not collect Research Station resources, Research Stations do not collect Mining Station Resources.

There are several decisions to simply fill the planet with one kind of construction project, meant to reduce clicking. Click once, planet fills as much as it can, and lets you know about it.

For every colony, a Deposit is placed on a designated Colony in the system. This deposit provides 1 trade value, and 1 Colony Admin job, and consumes 2 food, 1 consumer goods, and 1 admin cap.

For every construction project completed on one of these colonies, a designated system planet gets +1 Trade Value. This is partly so that Megacorps don't lose out heavily from this different form of colonization, but also to represent a bit of inter-system trade.

One benefit of this, especially for the AI, is it is far harder to collapse an economy by using this, due to how it works.

The AI has event automation for this, that you can use as well by using the provided edict. The Automation develops a certain number of colonies based on how many planets you have, and how far into the game it is.

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Popular Discussions View All (1)
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31 May, 2021 @ 2:35am
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kunstreich
169 Comments
TeeInKay 29 Jun, 2023 @ 5:50am 
specifically this issue happens when i have ROCI in the collection but i cannot duplicate it without ROCI.. making another test pair right now tbh, and i joined ur discord so maybe i can find a way to use ROCI, because i want both is and orbital infrastructure in my playthrough. without Space Exploitation every playthru is unsatisfying
TeeInKay 29 Jun, 2023 @ 5:41am 
well i am trying to use ROCI and my game crashes sortof, when i add the ROCI after a month or 2 but usually in minutes my graphics bug and my whole screen is compressed to the top right 10% of the screen, I'd love to figure it out but i am barely beginning to code stellaris
James Fire  [author] 24 Jun, 2023 @ 1:10pm 
What compat issue?
TeeInKay 23 Jun, 2023 @ 11:04am 
Man I'd love to have this mod back. It's a really great mechanic that I want to use but I have a compatibility issue w ROCI.
AOD_Danitoba 16 Jan, 2023 @ 11:32pm 
There used to be a mod on here that seriously expanded starbases potential. it allowed me to upgrade my stations a couple tiers beyond vanilla, it brought all kinds of module options like asteroid miners, multiple solar arrays, alloy production, science specialty modules, and loooads of military options. I dont remember what the mod name is called, and i cant seem to find it now, on my new computer. so im looking for a substitute. and this seems to be a good one.
Thanks for developing this!
James Fire  [author] 15 Feb, 2022 @ 12:24am 
This mod will no longer be receiving updates.

It is now a Module in Rise Of Cosmic Industry https://steamproxy.net/sharedfiles/filedetails/?id=2670609971
The Wizard of Nova Scotia 14 Feb, 2022 @ 11:56am 
i also have noticed that only some of my colonies are auto upgrading
James Fire  [author] 27 Nov, 2021 @ 11:05pm 
Are you sure their production isn't increasing? It's had issues before...
James Fire  [author] 27 Nov, 2021 @ 11:03pm 
If you don't do anything for the Automation Settings, it should build as soon as you have enough stockpiled resources (When it checks. It checks once a month, on various days)
anitachall 27 Nov, 2021 @ 2:11pm 
I see. When I manually colonise and build mines, it appears to work, but it doesnt seem that the automation is working on my end. What in particular does the game need in order to auto-build these, any resources I might be forgetting to allocate?