Stellaris

Stellaris

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Megastructure Policies
   
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28 Apr, 2021 @ 10:37am
14 Apr, 2023 @ 10:39am
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Megastructure Policies

Description
A few policies to assist the construction of your megastructures.

Unlocked via the Mega-Engineering research

Divert Economy

Divert parts of your economy to building megastructures, allowing you to build more simultaneously


Specialized Alloys

Specialize your Alloys for use in megastructures
Cheaper megastructures, but building ships will get more expensive


Megastructure Propaganda

Reduce unity cost of megastructures, but increased pop consumer upkeep


Construction Focus

Either build your megastructures faster but they cost more, or build them slower and cheaper


Extra Military Resources:

Trade some of your naval capacity for megastructure build speed


Doesn't override any vanilla files, should therefore be compatible with anything


I am open to suggestions for balance changes and additional policies

3.2 Version
14 Comments
Laubwechsel  [author] 26 Aug, 2022 @ 11:55am 
Thanks for the feedback, glad you are enjoying the changes.

I wasn't very happy with the science cost of the +# of megas policy either, because science is a very valuable resource, but couldn’t really think of something else back then.
I will definitely change the cost in some way, I like the basic resource reduction idea.
WWDragon 26 Aug, 2022 @ 5:04am 
Glad to see you still have this mod updated!:steamhappy:
The new policies work pretty well.


I only have one complaint: The +# of megastructure build jobs takes away from research.
This doesn't make sense, because a scientist is NEVER going to be an engineer, no matter where you try to place them.

I think it would make more sense to use a percentage of your energy income.
This would represent ongoing government programs to pay for collage/university engineering programs and fast track placement of graduating engineers. (maybe 1% for +1, 3% for +2 and 5% for +3)
Laubwechsel  [author] 28 Feb, 2022 @ 2:26pm 
Since 3.3 removed many of the admincap mechanics I had to find some alternatives.
I think what I have found should do the trick.
Once again I made most of these changes a while ago, when the 3.3 beta came out, but I had uni things to do, meaning I once again didn't have much time to play-test anything.
But now I should have more time and I hope can make some balance changes soon.
henk 28 Feb, 2022 @ 3:51am 
i think it needs another update?
Midiray 11 Jan, 2022 @ 9:36pm 
this is a very pog mod especially when combined with gigastructures

suggestion: could you make options to use large chunks of resources to instantly add progress to the building of a megastructure?
Laubwechsel  [author] 26 Nov, 2021 @ 9:22am 
So I finally got around to updating my mod.
Actually I made these changes a while back but never upload them, because I wanted to put some effort into the patch notes and stuff, but I never felt like doing it.
Ironically this caused me to not use my own mod, because now the workshop version and my own where different and I couldn’t use the mod in multiplayer with my friends.
Then Lem broke Gigastructures for multiplayer and I had even less reason to update.
But since that is fixed now, I decided to finally update the mod.
I would say enjoy, but I pretty much only nerfed things.
If you think I went to far, or not far enough, comment your opinion and I will see what I can do
Markuis 23 Nov, 2021 @ 7:11am 
Im loving this mod!
Laubwechsel  [author] 10 Jun, 2021 @ 2:57am 
@massimogreco1982
Thanks and I thought about the void dweller idea.
I don’t think I will do that.
Habitats are not capped by default and the build time is already relatively low.
Also the void dweller Origin is already pretty powerful, at least according to Stefan.
massimogreco1982 7 Jun, 2021 @ 3:35am 
I think that also voidborn/void dwellers origin should unlock this policies, because of, you know, habitats, which for void dwellers ones are unlocked from the start and, unless using mods, the only habitable structures without harsh penalties, so for them an early unlock of this policies would be very interesting. Anyway, very good mod ;)
pgames-food 1 Jun, 2021 @ 8:57pm 
this mod has nice ideas :)
in my current game ive been just below the admin cap for most of it (and sometimes going over but building/tweaking bureaucrats jobs to fix) but have about 25% more fleet cap then am using, so this will be really cool to speed up my 1-megastructure-at-a-time plan to colonise all gas giants :)