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Matrioshka World
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2.779 MB
Jan 5 @ 6:43pm
Jan 13 @ 5:25pm
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Matrioshka World

The idea for this mod (and graphics) are from this video:

A Matrioshka World is a planet, like Earth, covered by concentric spheres, with each sphere adding another effective planet surface.

What this mod does is add a technology that will appear in your Engineering tree after you research Mega Engineering. You will also need the Mastery of Nature ascension perk to enact the planetary decision to begin construction on the Matrioshka World Sphere.

Each sphere you construct will add the following equations worth of district slots:

((PlanetSize/50)*Which Sphere is being built (starting at 1 and going up by 1)) + PlanetSize

Resources slots added are found by:

DistrictSlotsAdded/3 (rounded up)

Each sphere construction site will have a one-time cost of:

100 influence
5000 energy
10000 alloys
20000 minerals

Build time is determined by the following formula:

9000(0.8^x)+360, x being the sphere being constructed (starting at 0 and going up by 1 each sphere)(and with the first being 9000 - not 9360 as the formula would indicate)

This means that the first construcion will take 9000 days (25 years), with each following construcion taking less time - leveling off at 360 days to complete.

During construction of the FIRST sphere, there will be a deposit added to the planet with the following cost per month:

50 alloys, 100 energy, and 200 minerals.

These costs increase the more spheres you build. This is determined by the following process:

The following formula is first used to determine an increase factor:

1.3^x (x being the sphere under construction, starting at 0 - going up by 1)

Then, that increase factor is then multiplied by the following for each of the 3 resources:
Energy = 100
Alloys = 50
Minerals = 200

After that, a cap on how high those numbers can go is set:

Max Energy (per month) = 10000
Max Alloys (per month) = 5000
Max Minerals (per month) = 20000

This cap is hit on the 19th sphere construction.

There is a limit on how big this can go: 10,000 district slots added, or 1,000 spheres constructed. This limit is so large, I suspect nobody will hit it. If they do, they may experience bugs, but I tried to mitigate this.

Any suggestions on balance or other changes to the mod are welcome.

---Change Log---
2.1 - Changed build time to be variable and rebalanced construction deposit upkeep
2.0 - Overhaul of most backend mechanics
1.1 - Updated build time from 1 day to the intended 3600 days
1.0 - Initial release
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p0xus  [author] Jan 13 @ 5:28pm 
And thus; I present version 2.1: The Rebalancing
I put my dick in a toaster Jan 13 @ 11:36am 
That's a good idea, stuff like this is an excellent take on future megastructural engineering and I'll definitely be keeping an eye on this mod in the future. Keep it up, man
p0xus  [author] Jan 13 @ 11:09am 
I think I've figured out what formula I am going to use for build time determination:
9000(0.8^x)+360 (with first one being 9000, not 9360 as would be found in formula)
This makes it where the first 20 spheres take about 150 years to build, and after that starts to level off at 360 days. I still need to work on the construction deposit maintenance costs, to make it exponential, particularly to counteract the shorter build times for larger spheres.
p0xus  [author] Jan 12 @ 4:56pm 
So, I've figured out the technical side of implementing variable build times.

Now, I am trying to figure out the best formula to build the build time off of.

The current formula I am working on is: Days=7200(0.99^x) - x being the sphere being built, starting at 1.

I do not like this formula, however. If anyone could offer suggestions, particularly helpful would be the equation itself - if someone would make a better one.
p0xus  [author] Jan 12 @ 10:27am 
I like your suggestion. It would require an overhaul on how build time works; but Ill be thinking how to best implement that.
I put my dick in a toaster Jan 12 @ 10:18am 
I might have a suggestion, if you're interested; maybe make the first layer have a much longer relative build time with materials cost similar to other megastructures, then with each additional layer make the build time progressively lower and the materials cost progressively higher to reflect the civilization working out the kinks of the technology but also building larger and larger scale layers.
p0xus  [author] Jan 12 @ 9:48am 
I could be convinced to make it take longer. Most of the balancing has been guesswork with zero playtesting.
I put my dick in a toaster Jan 12 @ 9:35am 
10 years seems a bit fast for a literal technological wonder the galaxy has almost certainly never seen, don't you think?
p0xus  [author] Jan 11 @ 8:14pm 
Updated. I have a feeling there are bugs that I missed tho
p0xus  [author] Jan 11 @ 11:42am 
So, I wanted to give you guys another update. I have managed to reverse-engineer enough of Carrying Capacities PowerShell script used to generate it's deposits file. (I've avoided learning PowerShell in the past, but would rather learn enough PowerShell than manually make the deposit triggers.)
Now all I need to do is overhaul the scaled cost - and test it to make sure it's all working right; then it should be good to go. To avoid breaking savegames as much as possible I'm going to leave in the old deposits in the files. Players will need to essentially start the new process from the beginning, but while retaining the spheres they have already finished. Testing is needed to find out what happens if the update happens mid construction however.