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Ancient Constructors
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0.231 MB
Nov 11, 2017 @ 7:31am
Feb 24 @ 2:04am
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Ancient Constructors

The mod will NOT be developed further due to my limited skills in modding and the unpredictability of its impact on game balance.

This mod adds another gameplay defining civic to the game. The AI will not use this one.

Civic: Ancient Constructors
Megastructure and Building build speed: +25%
Megastructure and Building build cost: -10%

Starts on and allows the construction of a new megastructure, the Extension Node.
Reduces the number of avaliable core sector systems by 2.
Developing colonies on regular planets take ca. 100% longer, but colony ships cost 50% less.
Clearing tile blockers takes 100% longer and costs twice as much.
Machines underperform on regular planets (+50% build cost and build time, +25% upkeep and consumer goods cost).

Extension Node
Cost: 400 E, 400 M, 50 I*
Time: 900 D*
Must be built within borders and cannot be built over colonized planets. CAN be built over habitable planets.
Only three can be built in one system.
A 16 tile** space installation (almost like a habitat, but you can build regular planetary buildings).
It has no deposits but gives +25% resource production to its inhabitants.
Negates the harmful effects the drones suffer on regular planets.

Getting the Synthetic Age or Machine Worlds ascension perk unlocks a technology that unlocks a planetary building. This building can enlarge Extension Nodes to 20 tiles, and once upgraded (the upgrade requires another technology that requires both ascension perks selected) 25.

*Keep in mind that this is reduced by the civic bonuses to 360:360:45:720.
**The empire starts on a 25 tile Extension Node, because colonizing is much more expensive and there are no deposits to rely on at the start of the game. Also, it is coding hell to make it 16 tile without screwing up a ton of things.

The construction animation is smaller and above the planet the megastructure will replace. I don't want to replace the planet when starting construction (because you can cancel it) and you can't alter the Z axis of the animation without creating new models cause paradox reasons :D This one won't be solved.

This mod does NOT modify vanilla files.
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Xarmydude2X Feb 24 @ 3:55am 
Very nice probably have to try it out on a poor empire "Hey im gonna just blow up your planet and make room for my new home k, thnx bye!"
Argual  [author] Feb 24 @ 2:06am 
Updated to 2.0
I have no idea how it behaves with world crackers. Probably has messed up animation on explosion, but otherwise works.
Xarmydude2X Nov 27, 2017 @ 1:31pm 
Im liking the new updates to this, just started a new machine empire with this civic again and i like how you limited it, i tried to RP it why i only do 1 per system because like Rough had pointed out even though you dont have any reasources if you build and research right you can quickly rise. Thank you though for continuing to update and cant wait to see whatother civics you come out with.
Argual  [author] Nov 21, 2017 @ 10:18am 
Well, there have been some major changes. Some of them will only take effect fully in new games.

There can only be 3 ENs in one system.
Core System cap is lowered by 2.
EN tile number can be increased (read more in desc).
Argual  [author] Nov 18, 2017 @ 12:14pm 
Also I thought about reducing core system count by -2 if you select the civic.
Argual  [author] Nov 18, 2017 @ 12:11pm 
They do not have local resources and they are all 16. So they are pretty heavy on unity, research and other penalties (number of colonies I believe are per planet, when it is calculating the extra cost).

So you do not get special resources (animals, beltharian), no deposits on tiles, you have to build outposts first where you want to expand (node must be built inside borders), and they are really heavy on all penalties that factor in number of colonies, as all nodes are medium sized. They provide 25% resource production, but I believe that they are a must.

You start the game with reduced income, so you can not expand as fast as others. Empire growth is exponential to a certain point, and the start of the game really matters IMO.

Also, I'm trieing to limit nodes 3/Solar system, but there is no megastructure-in-system counter in stellaris, and I don't know how to check number of nodes when checking placement avaliability.
Rough Nov 18, 2017 @ 10:21am 
That seems really overpowered. Why expand outwards at all when you can just build incredibly cheap habitats over every planet in a few systems? I thought only being able to build them over habitable planets was a good limiter.
Argual  [author] Nov 18, 2017 @ 1:57am 
IDK about colony ships being free (they should be 50% cheaper, I guess if u research or get modifiers that reduce this cost further you can get them for free), but you being able to build on top of gas giants is no bug. You can build habitats over gas giants too, the more interesting thing is that you can build nodes over habitable worlds.

No, it does not overwrite them, this only adds to them :)
Rough Nov 17, 2017 @ 7:18pm 
Does this overwrite megastructures in some way? I was able to build nodes on top of any planet, including gas giants. And my colony ships are free.
Eisvisage Nov 15, 2017 @ 9:16am 
I just looked through your workshop page and found 4 mods I knew I'd like to have. Shows how awesome you are :)