Stellaris

Stellaris

354 ratings
Spaceports Expanded
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.281 MB
Sep 25, 2017 @ 1:21pm
Dec 8, 2017 @ 3:30pm
14 Change Notes ( view )

Subscribe to download
Spaceports Expanded

Subscribed
Unsubscribe
Description
Mod version 2.0
For Stellaris Version 1.9.X



I am currently looking at how and if I can update the mod for 2.0 and higher. No promises, they made some pretty intense changes, so we shall see

Mod Details
Tired of vanilla Spaceports? Tired of them falling like a house of cards the second a fleet comes into your system? Do you feel that Spaceports SHOULD be a force to be reckoned with? Well then, THIS is the mod for you!

I felt that the vanilla spaceports were too weak and fragile. So I hunted out a mod that made them better. Well that mod ceased being updated as of 1.8, so I took it on as a personal prject with permission of the previous author. First I did a basic update to make it 1.8 compatible, and then I went about doing virtually a complete rewrite.

Now your Spaceports can reaach over 100k at end-game (properly fit of course), and should be able to take enough of a beating that your fleet can come in and back it up.

Modules Added

Full break-down here

But in short, I've added
  • 3 Armor upgrade modules
  • 4 Army/military upgrade modules
  • 6 Energy Mdules
  • 3 Food modules
  • 3 Hull Modules
  • 9 Media and Propaganda Modules
  • 4 Mineral Modules
  • 3 Shield Modules
  • 3 Ship Assembly Arrays
  • 11 Strategic Resource Modules (steep costs associated with them)
  • 3 Weapons Upgrades
  • 14 Weapon Modules
  • 2 Hangars
  • 4 Observation/Sensor Modules
  • 5 Science Modules

I have hidden them all behind tech that has vanilla requirements, so after you research Shields, you'll get a research for spaceport shields, and so on.

Now yes, that is a lot, and I'll explain myself. My reasons are
  • I felt that you should be able to have a "deathstar" spaceport for protecting those vulnerable front line systems (but have to give something up for that to happen)
  • I also felt that the previous version of this mod was WAY to OP for the weapons in it (400% fire rate and 400% weapons damage... wow)
  • I felt that a player should be able to play in their play style, you want a deathstar, you can have one. Want a tanky science station, you can do it, want a resource hub? DONE!
  • Having more modules makes it a little easier to ensure the AI uses the right ones in the right places.

Technologies Added

This could get huge and long, basically I have added a tech for nearly all the abvove modules. I have tried to keep the costs low so you can get modules when you need them, but not have a 25k Spaceport when you can only field a 2k fleet.

To help with the extra techs, I have added a tech that you should get rather early in the game that offers 5% research speed increase and 1 research alternative. Also, the science modules give a 50% boost to a planets output of it's associated science type and a 5% to the others. That alone should make up for the extra techs, but I felt that having an overall boost in research speed would be more than fair.

I have also added 2 repeatable rare technologyies that increases Spaceports Hitpoints and Weapons damage. So longer games should result in bigger and better Spaceports.

Vanilla Files Modified
  • planet_view.gui
  • I do change some values in "defines.txt" but I don't replace the actual file
  • planet_view.gfx

My Other Mods
RECOMMENDED MODS

KNOWN CONFLICTS
  • Any mod that alters the above vanilla files.

VERSION HISTORY
  • 2.0 - HUGE update, basically a rewrite
  • 1.0.4 - AI was doing sick things with building all the guns on spaceports, I have changed the AI weighting. Now the AI shouldn't build them all, but I can't promise they'll actually build them at all. Big changes coming soon!!!
  • 1.0.3 - Found some obsolete components sets that were causing unintended duplication of costs in vanilla and other mod components, leading to a 350-550 mineral surcharge being added to ships. This should be fixed.
  • 1.0.2 - Fixed the back button/pink square bug. Removed the modified vanilla planet_view.gfx
  • 1.0.1 - Removal of Tiny Spaceport Modules
  • 1.0 - Initial Upload

Popular Discussions View All (4)
5
May 26, 2018 @ 5:55pm
PINNED: Changes coming for Stellaris 2.0
TheRenegade
< >
492 Comments
TheRenegade  [author] Feb 3 @ 6:23pm 
Well honestly, I ahve no idea when/if I shall work onh it. I haven't bought any of the recent DLC and thus can't really see how thay affects things.

ALso time is very precious to me currently. I would like to get back doing it, but right now the DLC isn't on my list of things to spend money on. So, while I would like to get working on it again. I don't know when/if I will end up doing it.

I WOULD like to....
Lyons Feb 2 @ 11:29pm 
any update for when this will be worked on, i loved this mod, it made feel like i had a chance against a fallen empire.
TheAkbars Dec 31, 2018 @ 11:28am 
I hope you can get back and update this mod! It really is a lot of fun. Look after yourself though, no big pressure from me.
resident-tt Dec 16, 2018 @ 10:52am 
hi! have you any plans to update to 2.2
TheRenegade  [author] Nov 17, 2018 @ 9:43am 
Been looking at options, with the changes that they made to Spaceports in 2.0 it was going to be a huge rewrite, and then other changes have come. I want to see what MegaCorp has in changes...

I also have gotten really busy in life. I DO plan on having this come back tho
Ainz Ooal Gown Nov 17, 2018 @ 8:16am 
outdated mod, appreciated if this mod updated with current patch
Sakii Sep 20, 2018 @ 3:09am 
am i to assume this still isnt updated?
aZmoDen Jun 1, 2018 @ 11:01pm 
@capitaine raynor, Ah, sorry for being a jackass, sorry!
capitaine raynor Jun 1, 2018 @ 12:06pm 
I do not speak English I translate everything, sorry, I look at some comments, just know which mods deactivate, so I disable this one, thank you
TheRenegade  [author] Jun 1, 2018 @ 9:25am 
Yeah sorry guys, I haven't even played a game with the changes 2.0 made to spaceports, so I really don't even have a place to start with whats a buff and whats OP. I do have some ideas, but summer is here and life is nuts and all my online firneds have moved to other games. So when I do have time, it's not in Stellaris.

I shall see what I can do!