Stellaris

Stellaris

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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.
104 Comments
Teddinamite Jun 9 @ 2:36pm 
Do I deactivate this mod and reactivate the original one that got updated? Don't know if doing this will break my save
For some reason when these are built on habitats virtual pops don't seem to register the jobs opening up until you build an actual building or district. I am unsure what exactly is causing it, honestly. Take your time please, I'm sure there are more pressing bugs. We appreciate your hard work!
Derelict Dawn Jun 6 @ 10:49am 
@jasonft

Just looking through a few things here as I work on the original version of the mod, but I'll answer your question.

Not yet, I am working on a deposit (or possibly multiple deposits) that allow for production of all advanced strategic resources (zro, DM, LM, nanites).
jasonft Jun 4 @ 8:43pm 
Do any of these help gather special resources like Dark Matter? My latest game I had the worst time trying to find DM when I was getting into later game where I needed it.
Akani Jun 4 @ 7:30pm 
Technology (Ascendant Planetar Mega Engineering) -> Gene Preservation Vaults arent appearing as Descision <3
bigmac06 Jun 4 @ 3:59pm 
Terraforming into a machine world wipes all features for the planetary mega-projects. Please fix. Not sure if it does it with other planet transformation features. Otherwise, great mod
Skill Less Jun 4 @ 2:16am 
great work so far, have fun while learning <3
Private Pyle Jun 4 @ 1:41am 
Maybe worth to mention that I have thje Masterfull crafter civic, maybe this is related
Private Pyle Jun 4 @ 1:39am 
I have the same issue as barackollama, but with artificers on a normal planet. Have build the Orbital Superfactory thing and the jobs appear but dont get populated. Corporate Megacampus however works fine, the jobs appear and pops are getting assigned.
AeonRemnant Jun 3 @ 3:48am 
Very sad this doesn't work with wilderness, but it's really awesome on machine empires. Thanks for porting.