Stellaris

Stellaris

Improved Megastructures
Red Aria  [developer] 21 Feb, 2018 @ 2:16pm
Upcoming mod changes with 2.0
EDIT: This update IS NOW LIVE.

For tl;dr look at bottom!

Good evening, dear Xenos :)

For a while now i've been somewhat dissatisfied with how the general gist of megastructues works in Stellaris. You might have seen my rant on reddit (https://www.reddit.com/r/Stellaris/comments/7y0ggr/does_anyone_else_feel_that_cool_ascension_perks/) about this. In the end i decided that I will be adding some additional functionality to this mod, aimed at changing how players get access to Megastructures via the ascension perks.

Allow me to go over this step by step:

>Star forge

Originally Star Forge has been rolled into my mod as there was a lack of a reasonable way to obtain minerals in large quantities in late game. This has been "fixed" with 2.0, giving players access to matter replicators (name?), buildings that convert 50 energy into 30 minerals. I have considered removing Star Forge, as its function was no longer needed, but in the end decided that I always valued player choice, and thus want to keep this choice. If people decide not to use the star forges, they can simply ignore them. For now, the star forge stays - but if in later patches there appear to be glitches with it, I will probably remove it.

> Mega-engineering

My mod was making it so that ME was made available to you once you picked Master Builders perk. This functionality has been rolled into vanilla with 2.0, and as such will be removed from this mod. However, read on.

> Voidborne, Galactic Wonders, Circle of Life, Master Builders

As i discussed in my reddit rant, i feel like Megastructures potential is locked behind too many perks. I agree that "path to megastructures" should be a choice you make, not something available every game, but right now even if you do make this choice, often you're sitting not doing anything because you're waiting for something - like, either Mega Engineering to pop up, or extra perk slot to unlock Master Builders. And i hope im not the only one who feels that "having" to pick a -megastructure build cost perk before even being able to pick the "you can build megastructures" perk feels akward. Not only that, but the fact that by the time you unlocked all the requirements, it was often too late in the game for you to fully benefit from them. I have not once had a game where i could build a ringworld at the time when it would actually help me. As such, I will be redesigning these perks slightly.

Voidborne: Now also unlocks Mega Engineering research option. I feel like Voidborne is a perk that says "I choose to work towards megastructures this game", and thus should help you on this path. I feel like doing this will not upset the balance, since ME is not a tech you can rush early game, and even if you did, it does not provide you any significant advantage aside from being able to progress towards further megastructures.

Galactic Wonders: Now requires 2 perks to be picked before it, instead of 3. This should allow you to have a meaningful perk progression rather than getting some "placeholder" perks as you move towards megastructures. Galactic wonders now also unlocks Ringworld construction.

Circle of Life: Removed. I feel like it was taking too long to invest an additional perk into this to unlock ringworlds, especially since it already required mega-engineering as well. Note that I am not sure if it is possible to "delete" a perk via modding without doing the "bad" version of file overwriting. So if i do not find a way to do so, i might just edit this perk to be "unpickable" (i.e. by requiring something impossible).

Master Builders: While the build speed/cost was nice, most people picked this perk due to Mega Engineering tech becoming available. With that becoming part of Voidborne, this perk is in dire need of an additional buff in my opinion.This perk will be changed so that it provides not only 100% build speed increase, but also 30% build cost reduction. This way the perk stays useful for people going down megastructures route, especially so with the vanilla change to Living Metal (which used to give -cost, but now gives +speed instead).


tl;dr:

Some time after 2.0 (maybe a few days, maybe a week) the mod will be changed/expanded:

1. Star Forge (unchanged)
2. No megastructure limit (unchanged)
3. Megastructure construction speed increase and cost decrease (unchanged BUT might be nerfed due to further changes, will see how balanced it is)
4. ~~Increases chance of getting Mega Engineering if you have a curator scientist~~ ( REMOVED. No longer important due to voidborn changes, and removal also increases compatibility with other mods)
5. Multiple megastructures can be constructed/upgraded at the same time (unchanged)
6. Allows construction of Ringworlds around almost all stars, including black holes (unchanged)
7. Voidborn ascension perk now provides Mega Engineering research option (NEW)
8. Galactic Wonders ascension perk now requires 2 perks to be picked before it, down from 3. Also allows construction of Ringworlds. (NEW)
9. Circle of Life ascension perk removed* (*potentially redesigned in future) (NEW)
10. Master Builders no longer provides Mega Engineering tech (voidborn does). Now also decreases megastrucrure construction cost. (Note to self: mod_megastructure_build_cost_mult) (NEW)


These changes are NOT set in stone, and I more than welcome any and all discussion and feedback. If you like (or dislike) those planned changes, let me know. Everything is up for debate.
Last edited by Red Aria; 26 Feb, 2018 @ 11:00am
< >
Showing 1-15 of 29 comments
TheLoneCenturion 22 Feb, 2018 @ 12:08pm 
This is pretty good
All of these changes make sense.
Invicta 22 Feb, 2018 @ 12:37pm 
would you be willing to leave up a pre- 2.0 ver for anyone (like myself) not updating to 2.0?
Red Aria  [developer] 22 Feb, 2018 @ 12:54pm 
Ill see if i have a backup on my other laptop, and if I do, i'll upload it separately, Otis!
Invicta 22 Feb, 2018 @ 1:00pm 
thanks
AlexWIWA 22 Feb, 2018 @ 10:55pm 
Originally posted by Red Aria:
Ill see if i have a backup on my other laptop, and if I do, i'll upload it separately, Otis!
I have a backup if you don't
Red Aria  [developer] 23 Feb, 2018 @ 3:24am 
Can you send me the files please? Via google docs, or pastebin or something? I forgot to disconnect the internet on my laptop and i think it just auto updated the files :/
AlexWIWA 23 Feb, 2018 @ 9:47am 
Happened to me too, thankfully I had version history on my PC turned on

AlexWIWA 23 Feb, 2018 @ 10:03am 
Originally posted by Red Aria:
Can you send me the files please? Via google docs, or pastebin or something? I forgot to disconnect the internet on my laptop and i think it just auto updated the files :/

https://drive.google.com/file/d/1NBTTKxtd1I0q7b4WguHL4vapNE-PwsFg/view?usp=sharing
Red Aria  [developer] 24 Feb, 2018 @ 3:33pm 
Sadly it seems yours has updated too :(
AlexWIWA 24 Feb, 2018 @ 10:12pm 
Originally posted by Red Aria:
Sadly it seems yours has updated too :(


I had a total brain fart and sent you the wrong one. My desktop has the backups enabled and I sent you the file I had on my laptop. I'll be home on Monday and can send it to you then. Sorry, I can be dumb sometimes
AlexWIWA 24 Feb, 2018 @ 10:14pm 
Originally posted by Red Aria:
Sadly it seems yours has updated too :(
Wait, are you sure? My .mod file says 1.8.3.
Red Aria  [developer] 25 Feb, 2018 @ 4:18am 
I looked into the files, and its the updated mod files
Chapel 25 Feb, 2018 @ 1:25pm 
Wait, so is this update live yet? Or should I hold off on installing this mod?

Also, can I turn this mod on mid-game? I'm still pretty early in my playthrough.
Last edited by Chapel; 25 Feb, 2018 @ 1:25pm
Red Aria  [developer] 25 Feb, 2018 @ 1:42pm 
Yeah this update is live now.

And yes, you can turn the mod on mid-game, it should have no issues.
Sebrim 25 Feb, 2018 @ 9:47pm 
keep the starforge
< >
Showing 1-15 of 29 comments
Per page: 1530 50