Stellaris

Stellaris

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Orbital Rings Rebalanced
   
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May 14 @ 7:18pm
May 20 @ 10:55pm
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Orbital Rings Rebalanced

Description
Orbital rings cost more than a habitat. They should be equally as useful.

Orbital Deposits
All effects scale with orbital ring tier.
I recommend Expanded Starbases for people wanting to play with stage four orbital rings.
Stage five orbital rings can be found in Gauntlet's Orbital Structures although this mod currently does not support their other megastructures.
  • Orbital Infrastructure: +4 districts, +1 building capacity (simultaneous build queue).
  • Orbital Housing: -10% housing usage, -10% amenities upkeep, -10% pop upkeep.
  • Orbital Logistics: -10% infrastructure upkeep, +1% planetary build/decision speed per 100 pops.
Orbital Modifiers
This requires Anti-Gravity Engineering.
  • Skyhook Expansion: -20% infrastructure upkeep, +20% districts, +20% minimum habitability.

Please note orbital infrastructure will provide +5% max districts for having Ceramo-Metal Infrastructure, or 10% with Durasteel Infrastructure.
With Mastery of Nature / Planetscaping, the orbital ring will provide +10% minimum habitability.
Both of these effects scale with orbital ring tier too.

Subterranean Deposits
These deposits are generated automatically on colonisation and will require the subterranean colonisation technology to clear. They will exist on habitats because who doesn't want to hollow out asteroids to live in?
  • Subterranean Farms: +4 (farming) districts, +1 food and +0.5 consumer goods from farmers.
  • Subterranean Mines: +4 (mining) districts, +1 minerals and +0.5 alloys from miners.
  • Subterranean Generators: +4 (generator) districts, +1 energy and +1 trade from technicians.

Subterranean Modifiers
This requires Colonial Centralisation.
  • Subterranean Cities: +20% districts, +20% minimum habitability, -20% housing useage.

Please note the subterranean deposits will provide +5% max districts for having Weather Control Systems, or 10% with Climate Restoration.
With Mastery of Nature / Planetscaping, they also provide +10% minium habitability.
With detox or worldshapers the subterranean deposits will also provide strategic resource output to farmers, miners and technicians.

As Above, So Below
There are additional specific interactions between colonies with subterranean cities and orbital rings. All effects will scale with orbital ring tier.
  • Orbital Infrastructure: +10% bonus workforce.
  • Orbital Housing: +50% immigration pull.
  • Orbital Logistics: -10% jobs upkeep.
  • Subterranean Farms: +1 society research from farmers.
  • Subterranean Mines: +1 engineering research from miners.
  • Subterranean Generators: +1 physics research from technicians.

I would very much recommend playing this mod with whatever you can find to add extra zones and/or building slots.

This mod overwrites the max carrying capacity limit of planets to 500000 and adds gaia world terraforming to the detox ascension perk. It should be compatible with everything, but please let me know if there are any issues.
7 Comments
Marrow  [author] 22 hours ago 
Thanks for pointing it out. I usually play pretty wide so I've never had that problem, but this probably explains why the AI sometimes has trouble clearing the blockers. I'll adjust the weight for the AI priority too.
Whalexy May 20 @ 4:34pm 
Got it, thanks a lot
Marrow  [author] May 20 @ 3:28pm 
@whalexy I've updated the mod to give subterranean colonisation as a research option when you pick an ascension perk. It will trigger if you pick mastery of nature, or have climate restoration, or if you're subterranean or planetscapers. If you need to add the technology using the console, use `research_technology tech_deep_sinkhole`
Whalexy May 19 @ 11:16pm 
I like the mod itself but I am having a problem with it. New planetary blockers require Subterranean Colonisation to clear but I just can't get this tech to appear. I started hitting repeatables and Fallen Empire buildings but still had yet to see the Subterranean Colonisation tech. I assume this shouldn't be the case because when I used console commands to force it I saw that it is supposed to be a pretty early tech, judging from its low cost. Am I missing something here?
xkuripuri May 16 @ 9:28pm 
I like the idea of this mod, but it seems a bit overtuned really. Also at least with starting with Toxic God, your Habitat will actually spawn the Subterranean blockers which will end up giving you like 12 more districts once you can unblock them. So you end up with a Habitat that has like 30 district capacity.

I had a Superhabitable world type from Planetary Diversity, and with this it ends up being able to support nearly 100 districts.

So fun in a sense, but also really overtuned I think. This was using just 'basic' Rings that can only go up to Tier 3 by the way.
christophercarter408 May 15 @ 8:30am 
Holy fuck man, this is peak. I've always used expanded star bases and expanded orbital rings, I'm gonna give you an award for this service to the community, congrats!
BroncoXeno2035 May 15 @ 8:15am 
Are the subterranean modifiers for all colonies?