Stellaris

Stellaris

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Space Elevators
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15 Feb, 2022 @ 6:36am
16 Jan @ 5:45pm
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Space Elevators

In 1 collection by Sidewinder Fang
Sidewinder Fang's Mod Collection
7 items
Description
"The ocean of stars in our galaxy is finally within our reach... The universe lies ahead of us, waiting to be discovered.
And now, at last, we have a gateway to ascend to it. Over and over again."

Kei Nagase - Ace Combat 7

Introduction
This mod is based upon updated and reworked code from the formerly defunct Stellar Pioneers Origin by Amoren which was part of the 2020 ModJam. I lacked the time and ability to restore the entire origin however I have managed to give a new lease of life to one of the mechanics from it which I found most interesting, space elevators. For those of you interested in the origin, Amoren has released a newer version of Stellar Pioneers here.

Basics
So, what does a space elevator do? Well, it's a building you unlock with the Starhold technology which can be constructed on a planet much like any other building, providing a small amount of amenities, but there's more.

Once Orbital habitats have been researched It also adds a decision to construct a habitat in orbit above the planet, this functions like any other orbital habitat but with a twist. For every pop job on the habitat, the space elevator will provide a bonus to the planet below, representing the space elevator sharing resources and infrastructure between the habitat and the planet, these bonuses are as follows, be aware the bonuses are refreshed on a monthly tick and will not update until the end of the month.

If an orbital habitat has already been constructed the normal way elsewhere in the system it will also grant these bonuses, however the space elevator will not grant the ability to construct more than one habitat per system.

Orbital Habitat Jobs
Value
Bonuses applied to planet
Rulers
+1%
Resources per job
Trade
+0.5%
Resources per job
Industrial
+1%
Minerals per job*
Mining
+1%
Alloys/Consumer Goods per job
Research
+1%
Energy per job
Energy
+1%
Research per job
Administration
+1%
Food per job**
Farming
+1%
Unity per job
Amenities
+2
Amenities per job
Enforcers
-5/-4
Crime per job
Soldiers
+0.5%
Stability per job

A full list of all jobs included in the mod can be found here, most versions of a particular job type are included however some specific empire types also get different bonuses more suitable to them.
*Empires with the Catalytic Processing civic get +1% food bonuses from foundry and refinery jobs instead of +1% minerals as they use food instead of minerals.
**Machine empires and Lithoids get +0.5% to all resources instead of +1% to food from unity jobs, unless they are Rogue Servitors or Driven assimilators in the case of machine empires.

These bonuses can be mixed and matched as you wish. Space elevators can only be constructed on natural planets, not orbital habitats or ringworlds. If you'd like to boost the speed of the orbital habitat planetary decision, check out my Planetary Decision Build Speed mod.


Overlord Features
Furthermore if you have the Overlord Expansion and unlock the Orbital Rings technology it adds another decision allowing you to construct an Orbital Ring around the planet, both Orbital Rings and Orbital Habitats can be built above the same planet using decisions.

But that's not all, if you build both an Orbital Ring and an Orbital Habitat above a planet with a space elevator you will gain access to the Space Elevator Terminus decision on said habitat, allowing you to upgrade the top of the elevator to a high capacity terminal which functions similar to the building at its base, granting the bonuses from buildings on the local Orbital Ring to the Habitat.

Additionally if you're using the Orbital Ring Buildings mod by Aurelias the Space Elevator Terminus will also grant the associated bonuses from those buildings.
Special thanks to Danboy for creating the Orbital Ring planetary decision.

Languages
English
Simplified Chinese - partial translation by MyresMkG
Russian - partial translation by Petrovytsh

Unfortunately due to losing contact with some of my translators I have had to resort to using machine translation on some newer descriptions.

Compatability
This mod doesn't overwrite any vanilla game files and should be compatible with most other mods, though any that change orbital habitats may have strange interactions so let me know if you run into any, I will update this with any reported issues and fix where possible, if you have any feedback or questions feel free to leave them below.

Special thanks to everyone at the Stellaris Modding Den [discord.gg] for all their help.
Banner art belongs to Leon Tukker [www.artstation.com]
Popular Discussions View All (2)
1
18 Jun, 2022 @ 11:07pm
PINNED: Space Elevator Lore
Sidewinder Fang
0
11 Jan, 2024 @ 3:29pm
PINNED: Space Elevator job list
Sidewinder Fang
190 Comments
Sidewinder Fang  [author] 13 May @ 12:05pm 
It's not a problem with the building, it's a problem with the event that counts the jobs on the habitat.
Nanao-kun 13 May @ 11:15am 
I wonder if a Space Elevator urban specialization for the City District would work?
Sidewinder Fang  [author] 10 May @ 2:43pm 
Unfortunately after much effort I am currently unable to get space elevators to function in 4.0, I have to focus on other projects but I will return to it when I have more free time and better understand the new systems of 4.0
Sidewinder Fang  [author] 5 May @ 7:13pm 
It does not, I am looking into updating it but it will take time
Satsuki Shizuka 五月靜 5 May @ 3:06pm 
Anyone know if this mod still works after the 4.0 update?
Sidewinder Fang  [author] 29 Dec, 2024 @ 1:15pm 
Mod updated to fix the colonisation issue where planets didn't receive their proper space elevator bonuses if a habitat was built in their system before the planet was colonised, thanks to LennytheLing for rewriting the event responsible for that.
LennyTheLing 25 Dec, 2024 @ 6:11pm 
Hello, there seem to be a bug where if habitat is colonized before planet, the planet will not receive habitat bonus.

I suspect it have something to do with event not setting up SE_count properly, or possibly setup after planet event is called.

As a side note, I noticed every_owned_pop is called for every single job type, I propose to switch it into a single switch statement to reduce computational complexity.

Additionally, consider there can only be a single habitat in a system, I suggest changing SE_count into solar system variable, and let habitat update this solar system variable and other planet type read. This prevent the need of having each planet track its own bonus and should solve the colonization order issue as well.
Sidewinder Fang  [author] 19 Dec, 2024 @ 12:32pm 
@Kheeran I considered it, unfortunately the base mod is very event based and I'm not as good with event modding, I also just lack a lot of motivation these days and mostly just stick to keeping the mods I like working.
Sidewinder Fang  [author] 19 Dec, 2024 @ 12:25pm 
@LennyTheLing Ahh, thanks, must have overlooked it when I was copy/pasting stuff, should be fixed now. Not sure if it would cause a crash but was definately broken and not working as intended.
LennyTheLing 19 Dec, 2024 @ 3:15am 
In space_elevator_building.txt line 160, it seems to be missing the "owner" scope change. leading to a crash:
[trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country}.

triggered_planet_modifier = {
potential = {
is_regular_empire = yes
}
modifier = {
planet_crime_add = -5
}
multiplier = SE_anticrime_count
}