Stellaris

Stellaris

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Void Dwellers Expanded 3.9-3.10
   
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2.148 MB
10 Feb @ 9:15pm
24 Feb @ 6:43am
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Void Dwellers Expanded 3.9-3.10

In 1 collection by OldEnt
Workshop: OldEnt's Legacy mods for Stellaris
28 items
Description
Stellaris 3.10 and 3.9 only. Current version here: https://steamproxy.net/sharedfiles/filedetails/?id=1961367151

Convert your habitats to Foundry, Industrial, Research, Fortress, Bureaucratic, Refinery, Trade, Mining, Generator, Farming, Sanctuary or Storage arcologies.

Habitat Captains (and gestalt equivalent) increase unity output scaling with numbers.

Languages:





GitHub: https://github.com/OldEnt/stellaris-habitat-start-amaryllis



  • Works with Federations DLC and without. Just pick Children of the Void civic from the mod, Void Dwellers origin (if you have Federations) and you are good to go.
  • Note: this mod provides its own habitat start separate from Federations' Void Dwellers since Stellaris 2.5.1. This legacy habitat start does not require Federations DLC. Formerly known as OE's Habitat start. Use of Void Dwellers or Starborn origin with Children of the Void civic is preferable, though.

High compatibility
This mod does not overwrite vanilla files and as such is compatible with almost anything.

I highly recommend Guilli's Planet Modifiers as it provides many habitat modifiers.

Structures from following mods receive Habitat Captain job and benefit from Elysian Isles Ascension Perk (-25% housing usage):

Counts habitable_structure = yes. Inclusion and exclusion planet flags: amaryllian_voidchildren & amaryllian_voidchildren_forbidden .

Children of the Void civic
Select in the empire creation menu to enable mod features. Works great with vanilla Void Dwellers or Starborn mod origins.
This civic can be taken and removed at any point of the game via government reform without incurring Habitat habitability.



Second stage of Voidborne ascension perk
Elysian Isles perk improves habitats even further and grants access to powerful but costly Habitat Arcologies.



Specialised habitat districts
Convert your regular habitats to arcologies with productivity bonuses, additional housing, and dedicated districts.













Featured: Refinery and Bureaucratic districts



Turn mineral overflow into gas, crystals and motes exports.



* Presented cost and upkeep may differ from the actual experience, please consult your governor for empire and planetary modifers.

New technologies
Provide your Habitat Captains with boosts to your habitats. This will be swapped with leveling up leaders in the future (ideally).




Legacy feature: Habitat start which does not requre Federations DLC (read carefully)

Please note that Void Dwellers Origin does not allow gestalt empires (machines and hive minds) but you can choose Habitat start starting system from my mod with any empire and species. Use Habitat start in the empire creation menu or pick Technocracy of Man. For best experience pick Children of the Void civic. That said, Void Dwellers (Federations DLC required) or Starborn mod (Federations DLC not required) origins are preferred.

Start on a developed research habitat with hydroponics and habitat technologies unlocked. Wait a month for the game to set the habitat up. Supports all empire and species types. This includes Rogue Servitor, Hive Mind, Syncretic Evolution etc.

Children of the Void sets habitat habitability and grants access to 99% of mod features but is not necessarily required if you go with "Habitat start" system. If you forego the civic your species will spawn with habitability as defined in the creation menu.

Number and type of starting districts, buildings and technologies varies slightly depending on the empire and species type.

Habitat has some Mineral and Alloy deposits which grant Miner jobs and a few alloys, just enough to keep the empire going.



Final notes

Please report bugs and suggest balance or feature changes.
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