Stellaris

Stellaris

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Orbital Economy Overhaul
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File Size
Posted
Updated
24.771 MB
7 Feb, 2024 @ 2:08am
5 Sep @ 7:39am
330 Change Notes ( 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 Miner
  • Orbital Hydroponics Station
  • Orbital Solar Array
  • Orbital Industrial Station
  • Orbital Refinery
Kilostructures
  • Orbital Core Drill
  • Orbital Arcology Ring
  • Star Lifter
  • Matrioshka Brain

Ascension Perks
  • Logistical Prerogative
  • Capacity For Exceptionalism
  • Populist Perogative
  • Civil Ascendancy

Civics
Megastructure themed civics.
  • Ingenious Architects (Regular)
  • Construction Contractors (Megacorp)
  • Iterative Construction (Machine Intelligence)
  • Biomass Reconstitution(Hivemind)

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

Tradition Trees
  • Construction Tradition
  • Computation Tradition
  • Extraction Tradition
  • Star Husbandry Tradition
  • Verticality Tradition

Quality of Life Changes
Full list in documentation.
  • 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
  • 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
  • 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

Translation
French translation by Stern
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3278230336

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.

Other Mods:
Terraforming Spawn Menu: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3477854332
Defense Platforms Disable: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3480363687

Beta Branch:
Experimental testing branch of Additional Mega-Engineering Projects.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3479001707
548 Comments
Easy Pete  [author] 5 Sep @ 5:56am 
@Richard this most likely needs a patch to work with any system rescaler mod
Richard 5 Sep @ 5:01am 
Does anyone know if this needs a patch for real space system scale, or if there is already one?
Easy Pete  [author] 27 Aug @ 11:08pm 
@bigdz09 there shouldn’t be anything from my mod preventing you from getting those techs. It’s possible you may be experiencing very bad rng this run.
bigdz09 27 Aug @ 4:01pm 
Random issue, have been playing with your mod for a while, and never had any problems, until the recent updates. Now I can't seem to get any Kilo-structures to generate on my research options, they are in the tree but will never be available for research, have played all the way to year 50 and they never show up. Just wondering if it could be your mod or something else.
Easy Pete  [author] 26 Aug @ 2:19am 
@Moros appreciate the feedback. If you notice anything’s that aren’t working well feel free to let me know in the discord.
Moros 25 Aug @ 1:15pm 
Having played the new update with my friends for a while, I'm finding that the Empire Sprawl changes to Influence are slowing down the early-game in a good way. Because new Outposts are more expensive, it's letting smaller empires expand faster and giving incentive to the larger empires to build taller for a while. I like it.
Easy Pete  [author] 25 Aug @ 10:37am 
@Amar Epsilon without machine age you would not have access to the dyson swarm alternate upgrades (Star Lifter & Matrioshka + their megastructure upgrades)
Amar Epsilon 25 Aug @ 9:45am 
Hypothetically, what would happen if you used this mod without the Machine Age DLC, would it just disable the Megastructures from that DLC or would the entire mod be defunct?
Moros 24 Aug @ 12:36pm 
Good to know, thanks.
Easy Pete  [author] 24 Aug @ 12:00am 
@Moros council agenda has a floor for how low it can go. It doesn’t go to 0 fortunately. I’m still tweaking that one to see if it is worth keeping as a penalty