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Masters of Nature
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4.697 MB
Feb 8 @ 4:32pm
Feb 16 @ 11:08am
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Masters of Nature

Sky Islands and Subterranean Cities
Tired of mastering nature and thinking, all I got was two lousy districts? Well now you don't have to stop at flattening mountains and filling in the sea, you can create underground cities or even build islands in the sky. These new decisions are more expensive, but they will give you far more than just a district or two, they come with unique jobs, event chains, and planet modifiers. The goal is to flush out one of the best perks in the game with more choices, trade offs, and depth.

Planet Decisions
Building a subterranean or floating city takes time. Starting a project takes upfront influence and energy, but mineral and alloy costs will be spread over the 5 years it takes to complete. Once you decree that a project will begin, an event screen allows you to choose what kind of sky island or subterranean city you have in mind. Each one offers both powerful bonuses and balancing maluses that will appear as a new planet modifier once construction is complete.

Mastery of Nature
If you have the ascension perk, Sky Islands and Subterranean cities grant an extra district each. The perk also lets you repeated the decisions for additional jobs and districts (up to 9), for higher costs and diminishing returns. You only get the first Subterranean and Sky modifiers per planet however. The vanilla Mastery of Nature decision now grants +10% habitability instead of districts, since you can get plenty from the mod.

Subterranean cities grant 1-3 districts based on larger planet sizes, with breakpoints at size 16, 20, and 24.They are slightly cheaper, but provide less jobs/pop. It is unlocked either by the ascension perk, or Mineral Isolation (Mining tech 3.) Sky Islands grant 1-3 districts based on smaller planet sizes with breakpoints at size 20, 16, and 12. (In lore this is due to lower gravity on smaller planets, but it is also a game balance mechanic) Sky Islands are unlocked by Anti-Gravity Engineering (Housing Tech 2) or the Mastery of Nature ascension perk.

Each decision has its own background and lore, and can trigger follow up event chains that may add additional bonuses or risks. The Subterranean Foundry event chain is the most extensive, with several possible outcomes. It is essentially a backend nerf to the over powered alloys modifier, so don’t worry if that seems too good to be true. It is. This is Fine.

Subterranean Jobs and Modifiers:
Subterranean Fortress: -20% Orbital Damage, +50% Defense Army Damage

Subterranean Soldiers:
-1% Leader Cost
+4 Naval Cap
+4 Defense Armies

Subterranean Foundry: +50% Alloys, -20% Habitability *Event Chain Triggered

Subterranean Forge Workers:
+5 Alloys
-8 Minerals
-0.2 Motes

Subterranean Refinery: 20% Building Strategic Resource Upkeep, +5% Housing Usage

Subterranean Refiners:
+1 Volatile Motes
+1 Rare Crystals
+1 Exotic Gases
-6 Minerals
-6 Energy

Subterranean Research Lab: +1 Physics/Engineering from Researchers, +20% Researcher Upkeep

Subterranean Researchers:
+8 Engineering Research
+8 Physics Research
-3 Consumer goods or -6 Minerals (Gestalts)

Sky Jobs and Modifiers:
Sky Mall: +25% Trade Value, +5% Consumer Goods Upkeep (Non-Gestalt Only)

Sky Clerks:
+1% Pop Happiness
+4 Amenities
+6 Trade Value
-2 Consumer Goods

Sky Green: +10% Unity, +10 Stability

Sky Rangers:
+1% Worker Output
+8 Unity
+5 Amenities
-4 Energy

Sky Maintenance Drones (Gestalts):
+1% Simple Drone Output
+6 Unity
+8 Amenities
-3 Energy

Sky Roost: +15% Amenities (Hive Minds Only)

Sky Rookery Drone:
+25% Pop Growth Speed
+5 Amenities
+5 Unity
-5 Food

Sky Factory: +25% Pop Assembly Speed, +10% Assembly Cost

Sky Replicator:
+2 Pop Assembly
+5 Engineering Research
-8 Minerals

Sky Estate: +50% Ruler Happiness, -20% Worker Happiness (Empire Unique, Non-Gestalt Only)

High Noble:
+1 Leader Pool Size
+1 Influence
-5 Unity
-5 Consumer Goods

Few vanilla files were harmed in the making of this mod. In theory that means it is compatible with everything. It may be installed mid save, the decisions will appear if you meet the requirements. If you have already taken Mastery of Nature the effect will change, but you will not loose any districts already built. Overwrites mastery_of_nature static modifier and event mega.200 (Lets you keep modifiers after an Ecumenopolis) If any mod uses clear_deposits, it will temporarily remove the District/Job deposits, but they should be restored within a month or so. If its feeling frisky, sometimes the AI might use these decisions itself.

Built in compatibility with Ecology Mod New jobs will produce pollution if enabled.

If you have Mastery of Districts you will not be able to build Sky Islands on planets that already have Low Orbit Urbanisation or Subterranean Cities if they already have Subterranean Urbanisation.

Future Plans
More event chains! Research labs have some events written that tie in to Technology Ascendant that I need to finish up. A new event chain for the refinery that may tie more in to Ecology mod. The Sky Estate also has an event chain in the works, but I’ve delayed posting this long enough, so those will come in time. Balance and feedback as always.

Images adapted from:

Language Support
Russian localisation by Dimonius

If you would like to help translate, I will be happy to link and credit you here.

Try out my other mod

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starchitec  [author] Feb 21 @ 1:28pm 
It can. I have told it when it might be a good idea to use it. But AI is gonna AI... so mileage may vary
Sval Feb 21 @ 12:31pm 
does ai use it
starchitec  [author] Feb 19 @ 8:53pm 
Thats fair... it goes a bit more in depth than your standard vanilla event chain. But theres not a whole lot more I can do to make the situation log any more visible.
Beornbor Feb 19 @ 8:41pm 
I did not take the cheaper, riskier option. I was simply unaware that there was a research project. I would have paid anything to fix the issue. It was my only planet after all. The voice "Situation log updated" was not heard and there are dozens of updates up top for that event to go missing.

It is what it is.

My criticism would be that I assumed the investigation was ongoing and would provide solutions if there were any. The modifier that people were looking over shoulders was a nice touch, I must say, but I honestly thought it implied that research was being done. Thus I waited for the solutions and did not know I needed a science ship.

I really like the mod. To your credit I needed a science ship to investigate. I simply didn't know that and didn't imagine a mod would be that in depth. I supposed that launching an investigation would actually launch the investigation.

I'll try the mod again sometime. I do not often have enough time to play a game of Stellaris.
starchitec  [author] Feb 18 @ 10:22pm 
@Beombor Working as designed. Since this is spoilery: You just let your Arcology world be nearly destroyed. To get the research project you either clicked an option that said investigate (which said it would create a special project in the tooltip) or, later during the crisis, the project gets issued automatically (that one is timed, so you get a notification on the top bar you should not be able to miss). And you really shouldnt trust that top engineer... the danger was pretty heavily implied throughout. Also, you still got lucky, since you let it go that far there was a decent chance it would have become entirely uninhabitable. There was an option that would have saved your Arcology... but you took the cheaper riskier one.
Beornbor Feb 18 @ 9:35pm 
I will just say that this mod does not work with Arcology planets. Once you save your planet from geological collapse, your planet stops being Arcology and you lose all of your districts.

I went from a 350 pop Arcology planet max districts to max districts on a tomb world.

Also, the fact that there was a research project a scientist could investigate at your home world was not obvious. The situation log update was unlcear and simply telling me that my top engineer doesn't think there is a connection, over and over, and over and over, makes it seem as though he is right. If you don't notice the situation log, you are screwed. Maybe you are screwed anyway.

I might stay subscribed to the mod, there seemed like good content in there. Please check in to the arcology interaction?
Eetere Feb 17 @ 9:56am 
Sorry, ignore me. I mixed your mod up with mastery of districts. Your stuff did come back while their stuff didn't. I use both mods and they are so similar that my tired brain confused the two.
starchitec  [author] Feb 17 @ 8:15am 
It should work even in that case. There is an event that happens in the background that checks how many sky/subterran deposits you actually have vs how many you are supposed to have, and gives them back if its not what is expected. Not sure what is not working.
Jack_Hazardous Feb 17 @ 7:04am 
Just thought that was relevant to the conversation
Jack_Hazardous Feb 17 @ 7:04am 
It's a base game bug