Stellaris

Stellaris

286 ratings
Additional Mega-Engineering Projects
8
6
4
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
20.433 MB
7 Feb, 2024 @ 2:08am
29 May @ 1:19am
314 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Additional Mega-Engineering Projects

In 1 collection by Easy Pete
Easy Pete's Mods
6 items
Description
This mod adds more stuff to build. It also adds a few civics and origins. If you don’t like early game megastructures, you won’t like this mod much.


Features
Megastructures
  • Asteroid Fortification
  • Orbital Fortification
  • Ion Cannon Fortification
  • Asteroid Ore Purifier
  • Orbital Research Complex
  • Orbital Hydroponics Station
  • Orbital Solar Array
  • Orbital Industrial Station
  • Orbital Refinery
  • Orbital Monument
  • Orbital Market
  • Orbital Nexus
  • Orbital Core Drill
  • Orbital Construction Ring
  • Orbital Arcology Ring
  • Orbital Anchorage Ring
  • Star Lifter
  • Matrioshka Brain

Civics
Megastructure themed civics.
  • Ingenious Architects (Regular)
  • Armed Neutrality (Regular)
  • Construction Contractors (Megacorp)
  • Private Fleetyards (Megacorp)
  • Architectural Programming (Machine Intelligence)
  • Engineering Synapses (Hivemind)

Origin
Megastructure themed origins
  • Offworld Industry (Regular)
  • Offworld Focus (Hive Mind)
  • Null Gravity Infrastructure (Machine Intelligence)

Tradition Tree
Megastructure themed tradition
  • Engineering Tradition Tree
  • Focused on megastructure buffs
  • Adopting the tradition prevents choosing Galactic Wonders AP
  • Final upgrade is the same as Galactic Wonders AP

Quality of Life Changes
  • Orbital Rings can be dismantled through a planetary decision.
  • Uninhabited Habitats can be destroyed via planetary decision
  • Dyson Swarms can be built in binary and trinary systems (so can Dyson Spheres as well for Machine Age DLC owner)
  • Vanilla megastructures can coexist in the same solar system now.
  • Fixed vanilla game issue with ruined orbital rings incorrectly spawning restored rings.
  • Added tooltip to track megastructure build limits

New Megastructure Logistics Mechanic
  • All megastructures now have their base upkeep changed to trade
  • Megastructures that had no upkeep have been given a reasonable trade upkeep
  • Trade upkeep scales 5% based on the amount of systems owned that have at least 1 megastructure.
  • Upkeep scaling can be reduced by building a Hyper Relay (1% reduction) or a Gateway (3% reduction) in a system with megastructures.

Vanilla Files Affected
Read the documentation for explanations as to why a particular file is overwritten
  • Megastructures: Habitats, Orbital Ring, Ring World, Strategic Coordination Center, Interstellar Assembly, Mega Art Installation, Sentry Array, Science Nexus, Matter Decompressor, Dyson Swarm, Dyson Sphere, Arc Furnace, and Grand Archive
  • Events: action.503, cybernetic.5046, and crisis.215
  • User Interface: megastructure_view.gui
  • Ascension Perks: Galactic Wonders AP

Credits
Credit to discord users DarkCrimson, Agent 9, Moros, and Paradox for large amounts of feedback and ideas that have greatly influenced this mod.

NOTES:
Do not make more than 1 ship design for megastructure defensive platforms or they will not be able to upgrade properly.

Discord:
Documentation and changelogs can be found there:
https://discord.gg/CqAMhCRbUs

FAQ:
Is this compatible with (insert mod name here)
If it is a non megastructure mod, probably. If it is a megastructure mod, it most likely will not be compatible. (Yes that includes Gigastructures)

Can you make a compatibility patch for (insert mod here)?
No, I only make patches for mods I actively use. Maintaining a patch for someone else’s work that may change without me knowing is tedious if I’m not using the mod regularly. If anyone wants to maintain a compatibility patch between this mod and another mod, I will be more than happy to help you with it.

Why are some of these megastructures so weak?
Because they are supposed to be weak.

What happened to (insert missing megastructure here)? It’s gone now!
Stellaris 4.0 made a lot of megastructures designed around being habitable break and also changed a lot of modifiers I used for those megastructures. Some of them may eventually come back.

Other Mods:
Terraforming Spawn Menu: https://sp.zhabite.com/sharedfiles/filedetails/?id=3477854332
Defense Platforms Disable: https://sp.zhabite.com/sharedfiles/filedetails/?id=3480363687

Beta Branch:
Experimental testing branch of Additional Mega-Engineering Projects.
https://sp.zhabite.com/sharedfiles/filedetails/?id=3479001707
484 Comments
kahvipensas 4 hours ago 
I started working on a comp patch that would preserve this mod's added mechanics (mainly the upkeep overhaul). But to expand the upkeep changes also to megastructures added by other mods would require editing a lot of files, so I'm probably going to change my perspective.

Instead I might make, for my own use only, a "lite" version of this mod that includes those parts that don't conflict too heavily with other mods. I'll probably include most of the structures themselves, civics, origins and traditions.

However, if someone would be crazy enough to make a "full comp" patch, I'd probably use it. But building the patch and then maintaining it, I'll leave to someone more skilled than I.
Easy Pete  [author] 9 hours ago 
@Toast by a true comp patch I mean it makes sure that every mechanic is accounted for and the separate mod systems are integrated. If you want to give making a patch a shot feel free to join my discord. its much easier to collaborate there.
Toast 9 hours ago 
by true comp patch what do you mean? i'd be interested in giving a shot at the overwritten files first, maybe trying a true comp patch after based on how that goes
Easy Pete  [author] 12 hours ago 
@Toast Would it be hard? Not complexity wise, however it would be tedious. Gigastructures code base is quite big. Making a true compatibility patch would require a lot of code review. If you only wanted to patch the files that are overwritten, that would be much less tedious. If you want to try to make one, my offer to help anyone who wants it is still open.
Toast 13 hours ago 
how hard would it be to make a comp patch for this and giga? i like both the mods, i love the smaller structures yours adds to the early game, so i wanted to see how hard you'd think it'd be.
Easy Pete  [author] 27 May @ 7:52pm 
@Выдрёнок A mod conflict is most likely causing that issue, I cannot recreate the bug with just my mod.
Easy Pete  [author] 27 May @ 4:40am 
@kahvipensas to be quite honest, the mod idea as a whole is incompatible with gigas
kahvipensas 27 May @ 3:20am 
BTW with the newest change, this mod is becoming less and less compatible with anything that affects megastructures - including Gigas. I'd say that this mod can no longer be considered to be Gigas-compatible without a lot of custom patching.
Выдрёнок 26 May @ 11:32pm 
With installation of this mod, I faced a thing that AI infinitely builds construction rings on the same planet, so they waste all their alloys and make a game laggy. Hope it gets fixed, anyway this mod is fantastic, appreciate your hard work!
Easy Pete  [author] 26 May @ 4:48pm 
@Haekel, I need to rework the system to exclude relays and gateways. If you build a hyper relay in a system with no megastructures you have essentially added another 5% upkeep and a -1% so your netted 4%.