Stellaris

Stellaris

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Superstructures
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17.198 MB
Dec 26, 2018 @ 7:38am
Dec 27, 2021 @ 5:44am
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Superstructures

Description
This mod adds 10 Superstructures. Why only “super”… because they're the beginning of the megastructure engineering of your species.

"Everyone has to start small"

But the the advantage is, superstructures are available at earlier stages of the game. This aims at adding more depth to the midgame. The prerequisite for superstructures is the starbase level 4 which unlocks 3 separate technologies which need to be researched individually, as the superstructures are devided in 3 classes (Society, Egineering and Physics). This Mod also gives you the option to access a L-Cluster by means of a Superstructure in case you don't have access to a L-Gate.

What do they do:
"Planet Cracker" : Mine entire planets for resources.
"Giant's Igniter" : Turn gas giants into fusion reactors.
"Orbital Agricultural Ring" : Turn a moon into an orbital greenhouse.
"Orbital Shipyard": Adds 3 shipyards to a given colony
"Atmospheric Sculptor Satellite" : Transform dwarf planets into habitable worlds.
"Stellar Foundry" : Utilize magnetic fields to power an orbital foundry.
"Orbital Fabricator" : Exploit an asteroid belt to produce consumer goods.
"Lunar AI" : Turn a moon into a massive CPU.
"Defense Nexus" : Increase the defensive capabilities of your empire.
"Wormhole Research Initiative" : Allows fast travel between two Wormhole Research Initiatives (Black Holes) or an artifical Wormhole.

After researching the "L-Gate activation" technology, you will also be able to upgrade this station to a L-Gate access node.

"Nebula Extractor" : Extract rare ressources from stars inside a nebula.
"Superstructure Congress" : Ban or allow the construction of certain Superstructures in your galaxy

Building a “Structure” works as follows:
Stage 1: is the construction of platform/scaffold (costs alloys and influence; upkeep is in energy)
Stage 2: activating the structure (costs alloys; upkeep is in energy)
Stage 3: demolishes the structures (costs 200 energy)

The following part is only avaliable if you also have the Apocalypse DLC:

The idea of building superstructures has also found its way into your military.
Research "Project Olympus": a top secret project to develop new superweapons....
It yields the Giant (a massive Starship) and a starbase counter to the potential thread it would pose (Zeus Cannon).

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This mod is compatible with the current Stellaris 3.0.*

This is a nice add on mod, that might make your life easier:
https://steamcommunity.com/sharedfiles/filedetails/?id=1904159499
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If you're using Real Space please use this version of the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2050440028
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Popular Discussions View All (1)
22
Mar 31, 2022 @ 7:03am
Balancing / Improvements / Things missing
ma_ko
446 Comments
Maty83 Mar 8, 2023 @ 12:38am 
Hey, looks like some pieces of the mod aren't working at the moment still
One being that the Giant's reactors are globally available for all ships (Confirmed to be this mod by the standard enable/disable method)

Other than that I'd look over the descriptors of planets, because the last two patches had significant changes there.
Thanks a lot if you update, this mod is a valuable companion for the ride (ESPECIALLY if you're not running Gigastructures)
Kepos Feb 9, 2023 @ 1:56am 
@ma_ko
Wonderful news. Can't wait to see this wonderful and more natural enhancement working again.
ma_ko  [author] Feb 9, 2023 @ 12:12am 
Im almost done... Just need to find a few more hours and then it's good to go
Elboron Jan 26, 2023 @ 9:40am 
Looks like the Christmas update didnt happen?
Any word on this? This is one of my favorite mods, I'm looking forward to playing with it again.
Gniwii Jan 11, 2023 @ 3:38am 
It seems this mod is cranking the cost of ships/platforms by almost 10x.
tato82 Dec 23, 2022 @ 10:35am 
Something about gas giant descriptors changed and prevented gas giant igniters from being built.
ma_ko  [author] Dec 14, 2022 @ 2:10am 
Hey, i have decided to update this mod over Christmas. Can someone give a list of things wrong with this mod? I'll try to fix as much as possible :)
Voidfaire Wraithforme Dec 3, 2022 @ 8:47am 
I miss this mod so much. :(
stoferb Oct 30, 2022 @ 3:16am 
Just in case you are ever going to update this mod, it has a bug in it already from the start, which is that it makes level 4 an level 5 ship engines available already from the start but at a tremendous cost, which makes it impossible to have ships running on automatic updates, early ships just cost too much to even upgrade if you don't downgrade you ship engines to what your technology actually allows.
EthhWolf Oct 19, 2022 @ 5:01pm 
I'm having a problem with the giant, when I build one it has a construction time of 0 and is instantly built, and it seems like I can have an infinite amount. Also they can't be merged with other fleets or have an admiral, I don't know if that is intentional or not.