Stellaris

Stellaris

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Superstructures
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17.198 MB
26 dec 2018 om 7:38
27 dec 2021 om 5:44
68 wijzigingsnotities (weergeven)
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Superstructures

Omschrijving
This mod adds 10 Superstructures. Why only “super”… because they're the beginning of the megastructure engineering of your species.

"Everyone has to start small"

But the the advantage is, superstructures are available at earlier stages of the game. This aims at adding more depth to the midgame. The prerequisite for superstructures is the starbase level 4 which unlocks 3 separate technologies which need to be researched individually, as the superstructures are devided in 3 classes (Society, Egineering and Physics). This Mod also gives you the option to access a L-Cluster by means of a Superstructure in case you don't have access to a L-Gate.

What do they do:
"Planet Cracker" : Mine entire planets for resources.
"Giant's Igniter" : Turn gas giants into fusion reactors.
"Orbital Agricultural Ring" : Turn a moon into an orbital greenhouse.
"Orbital Shipyard": Adds 3 shipyards to a given colony
"Atmospheric Sculptor Satellite" : Transform dwarf planets into habitable worlds.
"Stellar Foundry" : Utilize magnetic fields to power an orbital foundry.
"Orbital Fabricator" : Exploit an asteroid belt to produce consumer goods.
"Lunar AI" : Turn a moon into a massive CPU.
"Defense Nexus" : Increase the defensive capabilities of your empire.
"Wormhole Research Initiative" : Allows fast travel between two Wormhole Research Initiatives (Black Holes) or an artifical Wormhole.

After researching the "L-Gate activation" technology, you will also be able to upgrade this station to a L-Gate access node.

"Nebula Extractor" : Extract rare ressources from stars inside a nebula.
"Superstructure Congress" : Ban or allow the construction of certain Superstructures in your galaxy

Building a “Structure” works as follows:
Stage 1: is the construction of platform/scaffold (costs alloys and influence; upkeep is in energy)
Stage 2: activating the structure (costs alloys; upkeep is in energy)
Stage 3: demolishes the structures (costs 200 energy)

The following part is only avaliable if you also have the Apocalypse DLC:

The idea of building superstructures has also found its way into your military.
Research "Project Olympus": a top secret project to develop new superweapons....
It yields the Giant (a massive Starship) and a starbase counter to the potential thread it would pose (Zeus Cannon).

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This mod is compatible with the current Stellaris 3.0.*

This is a nice add on mod, that might make your life easier:
https://sp.zhabite.com/sharedfiles/filedetails/?id=1904159499
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If you're using Real Space please use this version of the mod:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2050440028
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Populaire discussies Alles weergeven (1)
22
31 mrt 2022 om 7:03
Balancing / Improvements / Things missing
ma_ko
448 opmerkingen
EthhWolf 15 apr om 17:29 
Is there any way to build the Defense Nexus if you already have the Grand Archive built on your capital?
Kepos 26 mrt om 3:36 
Is there any successor out there? Really liked the idea of having moderate superstructure enhancements instead of futuristic ones.
ekoparker 26 mei 2024 om 17:21 
Did that update ever happen?
Maty83 8 mrt 2023 om 0:38 
Hey, looks like some pieces of the mod aren't working at the moment still
One being that the Giant's reactors are globally available for all ships (Confirmed to be this mod by the standard enable/disable method)

Other than that I'd look over the descriptors of planets, because the last two patches had significant changes there.
Thanks a lot if you update, this mod is a valuable companion for the ride (ESPECIALLY if you're not running Gigastructures)
Kepos 9 feb 2023 om 1:56 
@ma_ko
Wonderful news. Can't wait to see this wonderful and more natural enhancement working again.
ma_ko  [auteur] 9 feb 2023 om 0:12 
Im almost done... Just need to find a few more hours and then it's good to go
Elboron 26 jan 2023 om 9:40 
Looks like the Christmas update didnt happen?
Any word on this? This is one of my favorite mods, I'm looking forward to playing with it again.
Gniwii 11 jan 2023 om 3:38 
It seems this mod is cranking the cost of ships/platforms by almost 10x.
tato82 23 dec 2022 om 10:35 
Something about gas giant descriptors changed and prevented gas giant igniters from being built.
ma_ko  [auteur] 14 dec 2022 om 2:10 
Hey, i have decided to update this mod over Christmas. Can someone give a list of things wrong with this mod? I'll try to fix as much as possible :)