Stellaris

Stellaris

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Additional Balanced Starbase Components
   
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27 Sep @ 6:05pm
5 Oct @ 6:21pm
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Additional Balanced Starbase Components

In 1 collection by JadedApprentice
Jaded's Stellaris Modset
15 items
Description
Description:
A relatively simple mod which creates additional modules and buildings to tailor starbases for a variety of purposes. It uses primarily vanilla assets and as such is very lightweight. If you are looking for something with greater starbase freedom while being reasonably close to vanilla compared to NSC3 or Starbase Extended 3.0. Looking for ways to utilize your starbases economically? This mod has plenty of ways for you to do so.

Installation / modding note:
This mod does not overwrite existing vanilla modules and buildings, creates new variants based off of them that are reasonably balanced. It is likely not compatible with any mod that overwrites starbase files, as they may conflict with the new modules and buildings added by this mod.

New Modules and Buildings Breakdown:
Expanded starbase and orbital ring slots for modules and buildings.
Starbases now have 24 module slots and 12 building slots at citadel level (max level).
Orbital Rings now have 8 module slots and 3 building slots at tier 3 (max level)

Economic modules outside of trade and energy, now you can mine minerals from asteroid belts, expand science production, and process minerals into useful alloys and consumer goods using starbase modules and building slots. These are balanced around the 4.0 planetary system at reasonable rates. As such while they are either slightly less or as efficient as 100 pops on a planet, they receive no planetary buffs, which is where pops would outclass them.

Numerous economic buildings to assist planets and starbase modules with their productions, further allowing you to specialize not just planets, but entire systems to the needs of your empire.

Defense modules get some nice additions with the ability to mount point defense arrays and large gun batteries to the starbase itself, fully complementing the existing defense modules. Finally giving you the ability to protect your starbases against missiles and strikecraft naturally without needing to use defense platforms. In addition you can spend module slots to improve the armor and shield of the starbase if desired.

Defense buildings reinforce the defensive and offensive attributes of the starbase, allowing you to make bastions truly potent defensive positions for your empire.

Orbital rings can some of the same economical modules and buildings as starbases, allowing them to be tailored more than just district expansions or shipyards with their previously limited slots.

Looking for something similar for ships? See my other mod!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3569528100
3 Comments
Warhawk 4 Oct @ 2:41pm 
Thanks for looking into it, at least. If it's a runtime issue then it's not as if it can be fixed by changing some script files, but I've never had it happen with any other mod up to this point. It was resolved on my 4.0.23 save just by removal. That said, this is probably the first and only mod I've ever used that adjusted starbase modules as opposed to buildings, so it could be a more consistent vanilla bug than I'd be aware of.
JadedApprentice  [author] 4 Oct @ 6:38am 
@Warhawk I actually had this issue pop up myself in an older 4.1.3 save that I wasn't able to track down either completely. As far as I can find, people have reported modules and buildings not working properly when built if they overwrite another or the starbase is repairing/in combat in general so I'm assuming its a strange vanilla bug.
Warhawk 3 Oct @ 9:15pm 
Very unusual and specific bug that I tried hunting down myself, to no avail: Newly built shipyards are not activating logic to function as shipyards, leaving the tab still grayed out. Reloading the save brings them online, but that's not a solution because it's affecting the AI as well. I don't have any mods which would be conflicting, though I'm still running on the previous game version. Hard to believe it would be that impactful though, considering how many other woefully outdated mods still work. The gamestate save data looks fine as well, which makes sense since it's fine on reloading, so something is hung up when the module is first assigned.