Stellaris

Stellaris

Improved Starbase Buildings by Nuranon
54 Comments
Peter34 May 18, 2020 @ 6:23pm 
This mod seems to work with 2.7, but one thing I miss, from another Starbase Building mod that I used to use, is improved Resource Silos.

The other guy's mod, which got changed to also do a lot of things which is why I no longer want it (I want a mod that only improves SB Buildings that are underpowered) changed them from +2000 storage each to +4000. I think +4000 is a good value, but +5000 is also a possiblity.
Peter34 Mar 25, 2020 @ 5:05am 
Will this mod be updatede for 2.6?
LilyanaKabal Jun 9, 2019 @ 5:31am 
Needs an update for 2.3
Peter34 Mar 3, 2019 @ 9:46pm 
Also, can you add specialized Storage Silo Buildings for Food, Minerals and Energy?
Peter34 Mar 3, 2019 @ 9:45pm 
Well, the problem with the tier-2 hydro is that it requires a monthly Strategic Resource in Upkeep. Even if it’s just 0.5 Mote, I still think it’s rarely worth it for 15 Food.
Nuranon  [author] Jan 1, 2019 @ 2:47am 
@Deathcoaster I don't know, if that mod changes Starbase buildings (and not just things like Starbase slot number etc), then there might be an issue.
Nuranon  [author] Jan 1, 2019 @ 2:46am 
@Peter34 Once you have the T2 one available, the T1 (vanilla) option will not be visible.

This was a deliberate decision by me because there is no other way to prohibt the exploitation of being able to build both on the same starbase which would be possible because the game only checks whether another building is already built on the starbase, not if its currently in being build or on the build queue. The game only checks whether the same building is already being build, you can't manually make it check whether a specific other one is being build.

I'm sorry for the inconvenience...I'll probably revert that (to making both available), I hadn't considered the implication of only being able to build the T2 one - which now needs rare resources.
Peter34 Dec 31, 2018 @ 8:35am 
I think there's a problem. Sometimes I can't build the tier-1 Hydro, only the tier-2 one, but I don't want to build the tier-2 one because it's expensive, whereas I do in fact want to build the tier-1 one... Please look into this.
Deathcoaster Dec 30, 2018 @ 3:30pm 
Will this work with DrBloods big ass starbase mod?
Nuranon  [author] Dec 24, 2018 @ 8:51am 
No problem ;)
Aaronthelemon Dec 24, 2018 @ 8:51am 
Meant no offence by it just trying to figure out why they all went for a great station migration :>
Nuranon  [author] Dec 24, 2018 @ 8:50am 
@Aaronthelemon This mod only overwrites the Starbase buildings file, it doesn't interfer at all with the code of Starbases itself, which also handles their inability to move.

So I'm pretty sure that whatever bug you are experiencing in regards to Starbases moving is not caused by my mod ;)
Aaronthelemon Dec 24, 2018 @ 8:35am 
I can't confirm but this seems to be the only mod i have that affects statons.
This mod seemingly made all my stations move around like they were ships :V
Cossak Dec 9, 2018 @ 8:27am 
Sorry for the confusion the starbases won't trade with each other with this mod, there is an icon that says, that when I hover the mouse over says Can't connect to trade network. Also I found another issue Efficient Starbase Maintenance has no text saying how much upkeep is reduced.
The Starbase administrator are starbase buildings that provide Influence and unity.
Nuranon  [author] Dec 9, 2018 @ 7:49am 
I'm not sure I understand what you are saying - do you mean that (with this mod activated) Starbaes can't trade (send trade value) to each other before you have built a starbase building on them from this mod?

And what do you mean with Starbase administrator?
Cossak Dec 9, 2018 @ 7:41am 
No I noticed that the stations can't trade with each other before I installed the modded sections. Also I noticed that i'm limited to 4 Starbase Administrator( the description says I can have 5)
Nuranon  [author] Dec 9, 2018 @ 6:40am 
@Cossak to a station with one of thos Mod's buildings on it?
Cossak Dec 9, 2018 @ 4:52am 
Trade network won't connect.
Nuranon  [author] Dec 6, 2018 @ 11:09am 
I was mistaken, nothing happened to "Nano Vitality Crops", so everything works just fine.
Nuranon  [author] Dec 6, 2018 @ 11:02am 
No Problem, I'm still working on making the unlock for the Hydroponics Bay II work properly...the Starbase Building itself works just fine but I have to re-do the tech unlock for it, the tech its based on is gone.
Peter34 Dec 6, 2018 @ 11:00am 
Thanks for updating this mod so quickly!
Enlonwhite Dec 5, 2018 @ 9:32am 
Of course i guess most of this is moot with the tile system going away.
Enlonwhite Dec 5, 2018 @ 9:30am 
black hole research stations can be abused a little, but that is only one research type, which is already the easiest type in my opinion to get. (engineering is the hardest to get/abuse)
The Enclave satations are what worry me only, as early game they could be abused, and its not too much based on luck, only a little.
Though you can abuse a trick to kill Enclaves as any race especially those races/civics that cant use them. once you get a truce with an empire after a war, you can travel to there territory, and kill the Enclaves without the empire stopping you as your in a truce and be a big dick while only needing like 7-8k fleet power to do this easily. (hell the AI has done this to me, probably by pathing into them when leaving/traveling.)
Enlonwhite Dec 5, 2018 @ 9:29am 
mostly expessing this for people who dont want to do the math, and it helps to express it out loud for the realization of the mods balance. which i am now happily impressed with on the food one. Especially, the mining one is way balanced as its only Nebulas where it can be built and that really cant be abused too much without luck and very careful planning.
Enlonwhite Dec 5, 2018 @ 9:21am 
And in theory you could move most of your food income to starbases. which is odd but not extremely op.
Enlonwhite Dec 5, 2018 @ 9:19am 
overall I just saying the plus 12 food really isnt super strong, but it is nice.
its just is it worth spamming if you can get it early game, to boost pop growth.
i dont want to do the math there.
Enlonwhite Dec 5, 2018 @ 9:18am 
So I could get back about +15 minerals per planet for ONE of these buildings, if i choose too.
which is nice but both come at a energy cost of upkeep, but thats what -2.5 for the mineral network and -3 for the food building, so about -8 energy per planet at the worst. Which is about fair as i can turn 20 minerials or food into 10 energy via merchants and mineral stations in space do a minimum of -1 energy for 2 minerals. but is about 5k minerals worth paying to get a Plus 15 mineral income with a -8 energy upkeep. end game.
Enlonwhite Dec 5, 2018 @ 9:18am 
So the question is if i upgrade only Half as many to citidals that i didnt plan on upgrading ever, which costs what a mineral amount of 4875 (-35% from techs possible, not counting leader bonuses on this) is Plus 12 food worth 4875 minerals to me? and i free up at least 1 tile if not two per planet. for a +9-11, or +10 average per month minerals.
This is the averages I usually Achieve, but the base is +5 minimum. (not doing tile adj. bonuses, and not doing Processing plant stuff)
Nuranon  [author] Dec 5, 2018 @ 8:43am 
Personally I also find myself (without this mod) rarely ever needing the last one or two Starbase slots outside of Defensive Starbases. So yes, I attempted to make the Hdyroponics Bay II lucrative enough to make it attractive for such a slot if its not strictly needed for something else.
Nuranon  [author] Dec 5, 2018 @ 8:41am 
Sorry, I deleted my original commetn to rephrase some things.
Nuranon  [author] Dec 5, 2018 @ 8:40am 
I mean I saw it mostly this way:

+6 Food is nice but ultimately insubstential after the (very) early game and the cost of a Starbase building slot is pretty high when you consider that normal higher tiered (pre 2.2) farms on tiles produce more and tiles are so much more available than Starbase Building slots.

So I tried to find a rough amount which might justify giving up such a building slot...+12 Food seemed sensible, +15 Food perhaps also, but anthying much beyond that might be a bit much. I think trade Hubs modules and teh accompanying building being gone is an opportunity to perhaps look at Food producing modules, potentially allowing for Food focused Starbases.
Enlonwhite Dec 5, 2018 @ 8:39am 
Your plus 12 actually provides food for a entire small planet possibily, and about half a planets population, in the tile system. (if i where to include this as a build for navy cap up starbases which i usually didnt upgrade to citidals cause i only needed the max modules and 2 buildings the 3 one was usually either stockile or hydro if needed more food. aka i really didnt need the 4th building slot really for just a plain starbase. but your mod makes that slot actually desired as I could move about 60-70% of my food production to space, freeing up a tile or two on each planet or even never building any food places (besides paradise dome) in habitats. Its expensive to upgrade all to citidals but it could increase my mineral income by 8-15% based on tiles recovered to mineral production instead (usually a base +9-11 on a food tile).
dont know the math for the new update non tile system.
Enlonwhite Dec 5, 2018 @ 8:39am 
So the question to ask would be, "Is this alway worth its investment and return, or is it not a choice but a preference instead?"
I only used the star base hydroponics to help boost up a low food income empire or to boost growth speed when I had nothing else to do for a modular on a starbase.
aka hydro was only worth it if you absolutely needed it, or really didnt care and needed to fill a slot with something.
Enlonwhite Dec 5, 2018 @ 8:29am 
I thought of it another way now, if you can get more food or minerals out of a starbase (or other resources) then you could from a Fully built and inhabited Habitat. Then that might pose a balancing problem. Plus 12 minerals or food is (in tile system which is going away) 3 tiles of the 12 (15 if master builder) in size of the habitat.

Tho making a habitat for food or minerals is inefficent it is still doable. and i usually only put 2-3 food places in general to maintain food levels sometimes if needed.
(or not build any at all besides the paradise dome)
So plus 12 isnt too strong its just a matter of return on investment. If you build food in the starbase either you doing it to supplament or to free up a tile on a planet for a different production of that tile. (or district in case of the new system).
Nuranon  [author] Dec 5, 2018 @ 6:25am 
@Peter34 I can't promise anything but I'll most likely update the Mod tomorrow, within hours after the drop of 2.2.

Having caught a glimpse of some of the Starbase buildings in 2.2 it seems, that they have seen no or only minimal changes in vanilla. If thats the case, then I'll update it relatively quickly (might nerf Unity output of the buffed Art College though) and then maybe make fine-tuning later.

I'm worried about power creep but considering the Starebase limit is going anywhere I'm not too worried that my mod will significantly upset game balance. as @Enlonwhite pointed out - the primary thing to be concerned about is early game balance, especially for the Art College and Curator Think Tank which are tied to Curator systems but aren't hidden behind techs, which I might change that post 2.2 drop to allow for substential resource output without making them OP in early game.
Peter34 Dec 5, 2018 @ 6:10am 
I think this mod is fine as it is. I just hope it'll get updated soon after 2.2 comes out, but not so rushed that the balance of the new game isn't taken into account.
Enlonwhite Dec 4, 2018 @ 5:15pm 
As for getting Opinion up for Artisans or Curators, its really easy, especially if they are in your area, (+1 per year in empire, and I easy get it up for 1k energy to pledge to them for 10 years)
I find that it is way to easy to get them to +50. Especially if they are within 3-6 jumps from your home system and you can claim that system.
Enlonwhite Dec 4, 2018 @ 5:13pm 
I see i was missing how some things worked, in the idea of where it was at, but as for worrying it was the Curator think tank and the Artisan guild modules that I was worried mostly for the early game abuse, and i have gotten the starbase cost reduced below 600 by early mid game (lucky tech find rush in Engineering) and maxed surpremacy tradition tree. Also an Ascension perk for +5 starbases is easy to get. (which is OK, not great but ok if needed)
Maybe i am just overworrying.
Nuranon  [author] Dec 4, 2018 @ 4:07pm 
The Nebula Refinery is by default hidden behind Mineral Processing (the tech required for the +10% Minerals building).

The Black Hole Observatory by default requires Tech 3 Sensors.

...that are both mid game techs as is the de facto requirement to have an economy getting Artsian Opinion to +50. The only one without any such requirement is the Curator Think Tank, I might be looking into changing that, good point. And early game abuse is hard anyway because of hte limitation on Starbase numbers and price - a Starbase + Building costs ~600 Minerals which is a fair amount in early game.

You can only build one building of any given type, that seems to be hardcoded. So either you would need to add tiered buildings (as with my Hydroponics Bay II ) but that is also not ideal because you would need to upgrade manually (no upgrade notifier and or button for buildings).
Enlonwhite Dec 4, 2018 @ 3:48pm 
Basicly, either hide the bigger stuff behind tech, or something. I offered starbase size, as that is tech unlocked as the game progesses, and i would limit it to one per starbase or just have it set lower per one but you can build more then one then.

Just trying to avoid early game abuse of stuff.
Nuranon  [author] Dec 4, 2018 @ 1:52pm 
@Enlonwhite I'm still no fan of directly tying the resource output to Starbase size. I think a small Starbse should be able to get the full (big) bonus, may that be as it currently is (flat buff except for Hydroponics Bay) or via a T2 variant or the switch to modules which would allow for multiples to be build.

And in regards to the Artisan Troupe: You need +50 Opinion to be able to establish the Art College. Now, you should theoretically be able to get there relatively quickly if they are close to you etc but also consider: You need to invest a lot of Energy to get there - 5 years (+10 Opinion per year) of being their Patron or you comission art pieces, I'm unusure what opinion boost they give but each costs 3000 Energy Credits, so I'd guess both wil ultimately cost in the neighbourhood of 10-15k Energy to get to +50 Opinion. And that amount of Energy strikes me as an appropriate limitation on accessability of my buffed Art College.
Enlonwhite Dec 4, 2018 @ 12:53pm 
Wait i dont remember being able to build more then one per starbase for the curators and artisans, and even the the black hole observatory.
Talking vanilla that is.
If yours adds tiers then yeah i could see how you could get more then one.

As the bonus, I too only unlock them mid game usually, but the artisan one if you can get it is very powerful early game if you can get it, especially if you up'd it to what you say here, id love to get this as early as 40 years in, which is possible without much trouble, and that early is really strong. I could get it as early as 20 years with luck.

So having them tied to starbase size, and much bigger increases then normal vanilla, would make them worthwhile while not too powerfull, even early game, as I dont see much more then star holds for the first 100 years usuallly. (maybe one large if its a tall focus empire, but thats unlikely)
Nuranon  [author] Dec 4, 2018 @ 12:09pm 
@Enlonwhite I 'm not sure about scaling resource output with Starbase size, I think Starebases already have a way to increase output and thats the ability to build multiple modules of the same type.

I have played with the idea of making Hydroponics Bays Modules and adding a boost building (instead of a T2 verision) as currently exists for Energy Credits and Fleet Capacity. But the impact of that on the game as a whole would likely be significant, allowing for a total shift of food production to space while also increasing the demand for Starbases, not sure if thats a good idea per se, am open to it though.

And I don't think the other buildings (which receive signficant buffs) are ones you have access to in early game, I don't know about you but I generally only unlock them in mid game and then even the icnreased output is not that large relative to the empire wide resource production.
Enlonwhite Dec 4, 2018 @ 8:44am 
I agree that the bonuses should be based on starbase size, but the cost does not increase for the module. ( this way it balances for early game and still good for late.)

tho i was thinking that bonuses you have stated right now as a base are too high for early game. (like super too hight)

Overall great mod idea in the right direction.
Gre.il.vec Sep 7, 2018 @ 9:38pm 
Hey thanks for updating the mod... em may I suggest you a small tip?
When there is a update small or big one if it doesnt affect your mod then just change the mod version as you do but use a * instead of the number, will avoid manually updating for every hotfix and so.
Nuranon  [author] Aug 21, 2018 @ 8:52pm 
@SaltyTeabag yep, since yours (unlike mine) doesn't overwrite ...Stellaris/common/starbase_buildings/00_starbase_buildings.txt they should be a nice addition to each other.
Lezzistrata Aug 21, 2018 @ 8:47pm 
Nice mod. I love to see Starbases getting a bit more utility. Should be a perfect addition alongside my storage silo mod .
SteelCrow Aug 21, 2018 @ 6:26pm 
Never mind, this is what to use:
has_starbase_size >= starbase_starport
SteelCrow Aug 21, 2018 @ 6:24pm 
@Nuranon: Yes, like that, but I was thinking (1 = Starport, 2 = Starhold, 3 = Star Fortress, 4 = Citadel):

1. Nebula Refinery +5, Black Hole Observatory +10
2. Nebula Refinery +6 (+1), Black Hole Observatory +12 (+2)
3. Nebula Refinery +7 (+2), Black Hole Observatory +14 (+4)
4. Nebula Refinery +8 (+3), Black Hole Observatory +16 (+6)

Because the cost of the buildings wouldn't change, the bonuses should be limited.

You could go a step further and base these bonuses on the tier you've upgraded the Starbase to, so you have to invest resources to get them and the technology to upgrade in the first place. I'm not sure what conditionals to use to check for Starbase level, since we don't have access to the internal code.
Nuranon  [author] Aug 21, 2018 @ 5:42pm 
What do you mean @SteelCrow, something like Buildings (like the ones I changed in this Mod) producing more Resources based on the Level of the Starbase you have researched? - like the Black Hole Observatory giving:

1. Starport researched: +10 Phyics (no change from Vanilla)

2. Starhold researched: +15 Physics

3. Star Fortress researched: +20 Physics

4. Citadel researcehd: +30 Pysics

...would be an interesting, idea. Interesting in that it would remove an aspect of additional micromanagment from the player (which I essentially added by introducing the Hydroponics Bay II ). What I like less is, that you are directly rewarded for certain research without paying a price.

I'll look if thats possible.