Stellaris

Stellaris

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Ringworld systems(updated for 1.1.0 beta)
   
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Jun 1, 2016 @ 5:12pm
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Ringworld systems(updated for 1.1.0 beta)

Description
This mod expands on the ringworld start and ringworld builder mods .

This mod adds 3 different starting ring world systems.

Super ringworld - just like the mod this is based off of gives 12 habitable ring world slots.

Ultra ringworld - adds another ring behind super the super ring that is twice as big as the super to the system for 24 habitable slots and 36 total

Mega ringworld - adds another ring behind the ultra ring that has a whopping 36 habitable slots and 72 total for the system

This mod also allows you to construct ringworlds if you have living metal tech done for a sizeable upfront cost and depending on the size of system your building an even greater cost over 10 years as a malus to your energy/mineral/influence gain.

Minerals/Energy/influence malus for 10 years

regular = -83/-30/-1
super = -249/-90/-2
ultra = -789/-285/-3
mega = -1577/-570/-4


note i do not know how to do descriptions for things yet so they are numbered from 1 to 4 in the game if it does not say super/ultra w/e it goes from 1 being regular ring, 2 super, 3 ultra, 4 mega. they are also given random names but will always spawn close to where you build them at.
12 Comments
Ataximander Jun 4, 2016 @ 7:19am 
Maybe I'll just wait for the next series of patches when they streamline sector management just to be safe. I can still see some difficulty in mine.
moarlurking  [author] Jun 3, 2016 @ 10:59pm 
@ataximander so i turned off all mods but mine built the mega ringworld colonized it and threw it in a sector and waited a year and nothing really happened besides crippling debt it didnt force it self out of a sector or be removed from coreworlds so its either there is somethign wonky with your game or theres a mod confliction
moarlurking  [author] Jun 3, 2016 @ 10:40pm 
@ jojo ring worlds are able to be built after you unlock living metal tech from FE's definitly could be a mod confliction though if they change ship files.@ataximander i am not sure why any of that is happening i guess i never tried putting the big ones inside a sector mabye they are simply to big to be used by a sector?. i am not sure why it makes them not part of your empire either i will see what happens when i try it but everything worked fine before they updated to the clarke patch
jojo Jun 3, 2016 @ 2:27pm 
mhh crap.. can't figure out how to build the ring World. Can't find anything :(
In the old ring World was it under military Station. I researched it too. Is it a incompatibilty to another mod or i am just kind of stupid today?
Ataximander Jun 3, 2016 @ 1:13pm 
Probably. The older ringworld mods didn't have this problem either. On that note, setting mega ringworld systems as sectors erases the sector entirely after a few months. The planets are still there, but they don't count as coreworlds.
moarlurking  [author] Jun 3, 2016 @ 10:21am 
hmm weird thats probably on paradox then. does it work that way for other stars? if so then its probably a bug?
Ataximander Jun 3, 2016 @ 6:55am 
Oh, I know ring systems always start that way. It's just that when I change the name of the system, the star's name in the details panel is still Ring. Still shows the changed name in the galaxy map though.
moarlurking  [author] Jun 2, 2016 @ 9:48pm 
sorry i didnt know what to name it and i had to give it something :P. plus you can always rename it to w/e you want pretty easily
Ataximander Jun 2, 2016 @ 9:28am 
Ok, fixed it somehow, tho sure wish the starting star isn't named Ring
moarlurking  [author] Jun 1, 2016 @ 6:28pm 
i just loaded up a game and everything looks fine to me what one are you using? because i think if you were to use the ones with a 1 in them when starting it might do some weird shit(not sure why they show up in the system selector)