Stellaris

Stellaris

324 ratings
Planetary Mega-Engineering Reborn
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1.397 MB
May 24 @ 10:49am
May 31 @ 7:28am
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Planetary Mega-Engineering Reborn

Description
This is an update of DerelictDawn's Planetary Mega Engineering mod for Stellaris, now for v4.x.

Specifically, it changes housing and job numbers by 100, and swaps things like clerks for traders (at a reduced rate). I'm not 100% sure all modifiers are working properly given that I haven't tracked all the changes in 4.0, but please let me know if you encounter issues.

It's my first time modding; bugs are mine, and the ideas are all credit to DerelictDawn. His original mod is located here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3193699928

Here's his description, too:
Planetary Mega Engineering is a mod where you will build powerful planetary megastructures that make planets considerably more valuable and strategically important. Unlock the decisions that allow you to build these powerful deposits by researching the required technologies.

The deposits themselves range from a space elevator to an orbital defence network and much more. I'll let you discover most for yourselves. This mod was created with tall empires in mind or people who simply want planets to matter more than they do. The mod is intentionally overpowered and is intended to be used with other overpowered mods

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Fusion Grid: 2.5K
Irrigation: 2.5K
Mining Construct: 2.5K
Polar Resource Silos: 3.0K
Maglev Network: 4.0K
Orbital Defense Grid: 4.0K
Chemical / Hazardous Goods: 4.0K
Orbital Superfactory: 4.0K
Subsurface Megaforges: 4.0K
Corporate Megacampus: 5.0K
Interstellar Hospital: 5.0K
Supermax Prison: 5.0K
Space Elevator: 5.0K
Resort Archipeligo: 6.5K
University Cityscape: 7.0K
Fleet Academy: 7.5K
Orbital Colones: 8K
Capital Ecu : 10K

The machine/hive equivalents are in the game, but I haven't added them here (or to screenshots) yet.

*CURRENTLY DOESN'T WORK WITH WILDERNESS EMPIRES* -- They're all new, so I gotta learn how to add them. I didn't write the original mod, so I'm still learning.
124 Comments
Doviena Sep 1 @ 8:48pm 
Original mod is being worked on again folks, this hasn't as due to their lack of responses I assume the author is keeping to what they stated before that this is temporary. Link is in the description
HighEffortLowQuality Sep 1 @ 9:06am 
please remove the deposits, theyre really bad and make trying to colonize a nightmare
Camille1358 Aug 28 @ 4:49pm 
We can have a Google Doc that summarizes all the effects of each megastructure: the gains, the percentages, the construction costs, construction upkeep, etc ?
Elder Aug 25 @ 8:22am 
Not sure if its this mod or something but found one of my starting habitable planets, two very expensive deposits. Not keen on them considering how much they drained my economy just trying to colonise it.
CharChaRock Aug 6 @ 4:20pm 
Hey, just so you know, the original mod has been updated and changed for 4.0, so this mod doesn't really have a reason to exist anymore, you should probably take it down as you're not the original creator
MFallion Aug 4 @ 10:22pm 
So... this mod caused a CTD, I know it was this one because is the only I added today, anyway I suspect the issue may be the more building slots mod or the Better planet view mod, it could also be another decision mod I have for adding more districts
07Gasimli Jul 25 @ 3:12am 
I wonder if AI uses these
Ratticus Finch Jul 24 @ 1:07pm 
This mod makes it so artificer jobs never fill
Mice Jul 21 @ 10:52pm 
Probably a big ask but could you possibly add a scaler you can tweak with a slider ingame at the start of the match like some mods like Gigas does? (eg 2x maintenance costs 2x build cost) if not thats okay its honestly not that unbalanced wtih all the other mods like you stated in the description
BroncoXeno2035 Jul 21 @ 9:35pm 
Machine Empires don't get the species trait bonuses from this mod because they're all coded for Robots