Stellaris

Stellaris

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Planetary Mega Engineering Rebalance
   
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1.483 MB
26 May @ 7:53am
23 Jun @ 1:31pm
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Planetary Mega Engineering Rebalance

Description
Very much work in progress. Expect regular changes that may not be save compatible but shouldn't ruin saves either, just not apply the new things correctly.

This is a small rebalance of the Planetary Mega Engineering mod fro Derilict Dawn: https://steamproxy.net/sharedfiles/filedetails/?id=3193699928&searchtext=Planetary+mega+engineering

Fixed bug where deposits get removed when world turns to ecumenopolis (compatible with other mod equivalents that remove all deposits)
That the Nanite Consumption of a planet removes all districts is NOT a bug. This is intended and I have made sure, that it doesn't mess with the Megastructure Counter and flags for the planet.

All Structures have Upkeep now.
Additionally all raw resource Structures are mutually exclusive as are the Refinery one and the Factory and smeltery duo.

The upkeep can easily be edited in the deposit file and the mutual exclusiveness in the decisions file.

All Credit goes to Derilict Dawn.

I may fix bugs if I missed an upkeep or mutual exclusivness/ messed up somewhere but I will probably not keep this up to date with new versions of the original mod.

The AI weight on the structures will now be influenced by what the planet already has built.
I do not claim these are perfect or balanced as I just guessed the numbers, but they won't, for example, build an irrigation network on a generator planet.
This should be a bit better than the current status of AI in the original mod.

There now is a limit of the amount of Planetary Megastructures you can have in your empire (may gets edited).

The Master Builders ascension perk now doubles the limit for every planetary megastructure, to make it more worthwhile.

At deafault, it will be 3 after researching the tech and for every Gatekeeper Tech (planetary Engineering, Mega Engineering, Ascendant Mega engineering) 2 Capacity get added to the ones that are researchable before the respective Gatekeeper Tech.

Technology is now split up with 4 Stages.
In the first stage, and with that available to research from teh beginning, are the following structures:

Worldwide Maglev System
Planetary Irrigation and Water Treatment
Planetary Mining and Construction HQ
Planetary Fusion Grid
Polar Resource Silos
(some may require a normal tech like fusion as a prerequisite)

The second stage is after the "Planetary mega Engineering" tech and includes the following structures:

Space Elevator
ADX Prison and Rehab Center
Interstellar Hospital
Corporate Megacampus
Orbital Defense Grid
Auxiliary Assembly Centers
Capital Ecumenopolis
Resort Archipelago
Subsurface Megaforges
Orbital Superfactory
Chemical and Hazardous Goods Processing (requiering all synthesis techs)

The third stage is locked behind the vanilla "mega engineering" and "Planetary mega Engineering" (in my eyes the most powerful ones without ascendance):
Orbital Colonies
University Cityscape

Fourth stage is behind the "ascendant planetary mega engineering" tech:
Psionic Shroud Emitter
Gene Preservation Vaults
Orbital Robotics Assembly Labs
Cybernetics Uplink Facility

If the megastructure has a machine empire counterpart, that should be covered by the tech for the normal empire.

You can change the limit and built counters of desired megastructures ingame with the following command:
effect change_variable = { which = [Variable] value = [desired value] }
The variables can be seen when using the command: print_flags 0
Use this if you encounter a bug and don't want to start new run or to cheat if you really want to.
29 Comments
Parciwel  [author] 4 Jul @ 1:08pm 
Quick Info for everyone awaiting an update:
I am currently in the process of combing through the originals code to see what changed (I have made a copy from before the update) and synchronising it.
This means that my techs will be replaced by the new techs added in the original as will the prices and upkeeps (I may change them again after playing a few games with it)
snowleopard7 23 Jun @ 7:04am 
"Water Treatment" and "Rehab Center" catch my eye. That's the most positive thought; I like all of your add techs.
Killer Turnus 23 Jun @ 6:51am 
So wait hive minds and machines cant use the origin? Can hiveminds access the structures in non origin starts?
Parciwel  [author] 18 Jun @ 3:16am 
Can't recreate it. Try again if it works with a new run. Any run started before an update will not retroactively add/remove limits.
Parciwel  [author] 17 Jun @ 2:56pm 
I'll take a look if I can recreate it. Thx for the info.
Killer Turnus 17 Jun @ 1:53pm 
So it may be an issue with the origin. I started a new game in the fusion district can be built like normal once I unlock it. My new origin is necrophage, and I was playing as a cybernetic race on the original save. Unfortunately I can't upload it for you cuz I deleted it like a goofball.
Parciwel  [author] 17 Jun @ 9:47am 
@Aphyxia
1. No, the tech cost is already a tier above the availability of the tech, and if I go much higher, I would have to create tons new variables.
2. Sure, can do, I'll look if that makes it better
3. I am not sure about this one. I can see the reasoning and you can add a load with the orbital colonies Structure, but they are pretty much meant to be seperate from districts.
I made sure you can't have one planet with a megastructure of every kind and that some are mutually exclusive. I'll look into it, but it may not hit the structures you want (e.g. the Megaforges are below the surface.)
I would consider everything on the surface, this includes SR prodruction and mini Ecumonopolis, eligable for this Idea, everything else not. More likely is, that I change the Limits of the structures. Currently it's not well thought out, just pulled them out of the air.
Aphyxia 17 Jun @ 9:30am 
Played a full game with this and feel it still need tuning down to be in line with my usual vanilla+ balance.
What I would do
1) Raise the research costs by like 2x
2) Remove flat +% modifiers (+20% food, -10% upkeep, etc) from the techs or reduce them by 5-10 fold.
3) This is the big one. Make certain structures reduce max districts. Polar resouce silos are built in a space where nothing else is built anyways, they are exempt. It would also be tought to explain how orbital structures reduce districts. However, the strongest structures (alloys, research, specialist output) should have a district cost to them. Having full districts means the planet is fully built, so being able to build a megastructure still does not make sense.
Otherwise, I like the rebalanced version. Great work.
Parciwel  [author] 17 Jun @ 1:51am 
Sadly, I cannot recreate this error. Could you contact me over the stellaris modding den and send me the save file?
Parciwel  [author] 17 Jun @ 1:46am 
Weird, I'll look into it. Problems with any other structures? Especially the higher tech ones?
And are you a regular empire? The origin doesn't yet support machine empires and hive minds only get support once the base mod gets the additions