397 ratings
Planetary Shields
File Size
0.454 MB
Jun 16 @ 1:44pm
Aug 2 @ 10:41am
6 Change Notes ( view )

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Planetary Shields

This mod is a standalone version of the planetary shields feature of the More Events Mod. Do not use it if you already use MEM.

If you like this feature please show it by rating it up, even if you are using MEM instead of this standalone mod. Given enough presence in the workshop maybe Paradox may pick it up at some point and give us a better officially implemented system to work with than this workaround. Let us show them it does not always have to be Star Wars to be popular ;)

Have you been disappointed by the useless vanilla planetary shield generator tech? If yes, then we are in the same boat. Not only does the building lack any useful stats which means building it is a wasted planetary tile, it does not even have a graphical effect. With this mod this is not the case anymore. As you can see, the stats have been overhauled to make it a useful choice to build. The graphical effects are meant to be seen but still not too intrusive to distract from or disable the view of the planet intself. The effects are animated, which means the screenshots do not really do them justice.

  • Graphical effect for the planetary shield generator
  • changed effect for shielded worlds (less eyemelting green glow + shield generator 2 effect)
  • improved stats for the building to make it worth building it
  • a second tech to get an improved version of the shield generator (only obtainable after surveying an ancient shield world)


How to use?
  • At gamestart a deactivation project is spawned in your sitlog
  • Shields are updated on building completion, upgrade and demolishing as well as ruining. Planetary bombardement automatically ruins the shield generator once the planet health reaches zero which removes the shield effect until the building is repaired again.
  • In case you want to deactivate the mod midgame, you have to fire the deactivation project in your sitlog first in order to get rid of the shield ambient objects
  • The deactivation project is only started with a fresh game. If you activate this mod mid game and decide to deactivate it again you have to select one of your worlds and type "event mem_planetary_shields.15" into your console

Assets done by Space Core
Code done by Malthus
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Shu Ouma Aug 13 @ 2:47pm 
okay this is very good mod i hope stellaris make this in the game
Malthus  [author] Aug 12 @ 11:06pm 
It makes changes to techs and buildings so I doubt it.
Shu Ouma Aug 12 @ 2:11pm 
Is this Ironman compatible and Achievement compatible?
Mevolander Aug 10 @ 3:31pm 
Malthus  [author] Aug 10 @ 8:07am 
Take a look at the incompatibility section, chances are good, your problem can be solved by one of the fixes.
Mevolander Aug 10 @ 7:35am 
With me, the shields appear above the planets
Rhapsodyman2000 Aug 9 @ 3:44pm 
Personally, I think a working Planetary Shield Generator should prevent the "Not Able To Work" status on sieged planets. That or allow armies to regen health under siege.
Guilliman Aug 8 @ 10:30pm 
Thank you, I'll also be using the standard shield mesh (from vanilla planet shields) and not your custom golfball mesh :)
Malthus  [author] Aug 8 @ 10:27pm 
Yeah no problem use it.
Guilliman Aug 8 @ 9:40pm 
Hello Malthus; can I use your planetary shield mod code as a base for my own planetary shields for my "Guilli's planet modifiers" mod? I'm having a lot of issues getting my shields to work, your mod seems to do it another way. I'd like to use your code as a base, I have my own shield graphics so they look nothing like yours. My planetary shields are also only for a specific planet modifier and not for buildings or event planets.