Stellaris

Stellaris

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Orbital Economy Overhaul
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File Size
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Updated
13.048 MB
7 Feb, 2024 @ 2:08am
15 Oct @ 10:20am
335 Change Note ( view )
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Orbital Economy Overhaul

In 1 collection by Easy Pete
Easy Pete's Mods
7 items
Description
This mod is intended to be a vanilla friendly expansion of megastructure mechanics and related systems. The mod adds a large selection of kilostructures, several megastructure mechanical changes, a new archaeological site, new star systems, new civics, a new origin, and a new tradition tree. The goal is to not overly affect base game power balance. Please direct balancing feedback to my discord.

Documentation:
Full documentation can be found there:
https://discord.gg/CqAMhCRbUs

Features
New Mechanics
  • All megastructures now have their base upkeep changed to trade
  • Megastructures that had no upkeep have been given a reasonable trade upkeep
  • Empire Sprawl now has increased penalties
  • Megastructures no longer have a build limit
Hectostructures
  • Asteroid Mining Base
  • Orbital Hydroponics Station
  • Orbital Solar Array
  • Orbital Industrial Station
  • Orbital Refinery
Kilostructures
  • Orbital Core Drill
  • Orbital Arcology Ring
  • Star Lifter
  • Matrioshka Brain
Ascension Perks
  • Capacity For Exceptionalism
  • Populist Prerogative
  • Civil Ascendancy
  • Rings of Power
  • Heliocentric Engineering
Civics
Megastructure themed civics.
  • Orbital Pioneers (Regular)
  • Orbital Industrialists (Megacorp)
  • Null Gravity Protocols (Machine Intelligence)
  • Orbital Focus (Hivemind)
Tradition Trees
  • Construction Tradition
  • Computation Tradition
  • Extraction Tradition
  • Star Husbandry Tradition
  • Verticality Tradition
Quality of Life Changes
Full list in documentation.
  • Uninhabited Habitats can be destroyed via planetary decision
  • Dyson Swarms can be built in binary and trinary systems
  • Vanilla megastructures can coexist in the same solar system now.
  • Fixed vanilla game issue with ruined orbital rings incorrectly spawning restored rings.
  • Added edicts to toggle megastructures in the outliner

Vanilla Files Affected
Read the documentation for full list of specific vanilla overwrites and for explanations as to why a particular file is overwritten
  • Various vanilla megastructures
  • Several vanilla events
  • Several scripted triggers and effects
  • The megastructure view GUI

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

Credit to discord user Quollveth for giving me permission to use their shell world model: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2691400632

Credit to Emperor Scorpio for giving me permission to use some of their planet textures: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1704586879

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 being incompatible with 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.

Beta Branch:
Experimental testing branch of Additional Mega-Engineering Projects.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3479001707
559 Comments
Easy Pete  [author] 15 hours ago 
@Dustreaper the trade upkeep is to balance having unlimited access the pop less resource production. If you have balancing feedback, I’m always happy to listen to it in my discord server.
Dustreaper 22 hours ago 
Damn the trade upkeep is killing me.. So i have to build trade buildings might as well build more energy ones.. Sure there is a limit. But man doesn't seem very worth it early...
Easy Pete  [author] 4 Oct @ 7:56am 
@A-Sartek thanks for the catch, that clause is probably leftover from when I removed the orbital shipyard ring from the game. There was previously an effect to remove any that could have existed above the destroyed planet. I’ll have that fixed on the next update.
A-Sartek 3 Oct @ 1:48pm 
Hello Pete, thank you for keeping this mod updated.
I just wanted to report an error at oeo_planet_cracked.txt

It seems there is a duplicate --solar_system = {-- inside --solar_system = {-- more than likely causing an error when cracking planets depending on how Clausewitz decides to read it. In my case it was read like this:

The clause opened at ("events\\oeo_on_planet_cracked.txt", Ln: 3, Col: 16) was not closed.
Easy Pete  [author] 22 Sep @ 12:13am 
@Pietrooperv they are being reworked for the next mod update. Will be a non issue after the new changes.
Pietrooperv 21 Sep @ 4:11am 
I think the influence cost for asteroid miners is a bit expensive for +2 minerals. The solar array and hydroponics farms also cost 25 influence but produce 20 of their resource.
Easy Pete  [author] 18 Sep @ 2:54am 
@Hekate’s Melody the code for the industrial stations was streamlined, this what is causing your save issue. I announce ahead of time in discord before pushing updates so that users can backup the old version locally to continue saves.
Hekate's Melody 18 Sep @ 2:26am 
Oh sorry, just checked my updated, its possible that the update to Guilli's Planet Modifiers and Features broke the stations also, since that updated
Hekate's Melody 18 Sep @ 2:24am 
Did you update this mod today? because my workshop updated and now my orbital factory stations are broken, but nothing else is, like the solar arrays work fine but the orbital factories are completely broken, no names or descriptions, and no output or upkeep
Easy Pete  [author] 15 Sep @ 1:50am 
@Kazeck glad you like the mod. It is highly unlikely the small structures will get their own shipset models. The skill needed to retexture or make a new model is beyond me. Reusing vanilla stations that are already in common use is too visually confusing for me to consider it.