!!Stellaris Economic Overhaul – No longer supported

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Author: ButtJunkie

Last revision: 1 Feb, 2018 at 14:28 UTC (5)

File size: 10.05 MB

On Steam Workshop

Description:
Version 1.06 – compatible with Stellaris 1.9x ONLY

Link to new version

https://steamcommunity.com/sharedfiles/filedetails/?id=1504065390

More details:

You can find more details about it in my section of this discord channel[discord.gg] (most major Stellaris mods are on it).
You can also find more in-depth details on the: Paradox Forums thread[forum.paradoxplaza.com]

A quick summary of how resources will work:

Rather than specific resources supplying buildings, the empire’s economy as a whole will have a demand for resources, and an empire’s ability to supply it will determine how productive the economy is. Due to the way it works, it can support many more resources while not being micro intensive. This allows deposits to be far more varied without being frustrating for the player or difficult for the AI, and also able to support a lot of different strategic bonuses.

The economy won’t demand specific elements, but groups of resources, such as fuels, industrial metals, rare earth elements, and fertilisers. The advantage to this is shortages of one resource can be made up for with enough supply of another.

There will also be the automatic establishment of multiple tiers of industry producing various tiers of goods. Initially these will just provide income and strategic bonuses, but in time a supply and demand system and improved trade mechanic will be implemented.

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Introduction

This mod includes changes to the resource system where buildings require a supply of basic resources in order to produce energy, minerals and food. Deposits of these basic resources now replace energy, mineral and food deposits.

I strongly suggest you read this extensive list of mod features or click on the two pictures below for youtube video explanations, or watch either this 6min video rundown of mod features, or this Let’s Play of the mod to remove any confusion for the changes the mod makes to the game.

This mod requires a new game. It is a work in progress and constantly udpated, so check here for update notes. I’m happy to hear feedback on bugs, balancing and ideas to improve the mod.

Videos:


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Summary of Features

This mod aims to increase the scope of the economic gameplay in Stellaris by introducing a deeper resource system, and expanding on planetary, spaceport and megastructure development.

  • 7 new basic resources required for the production of energy, minerals and food.
  • 55+ new strategic resources that provide a great variety of bonuses.
  • Many new buildings, including exactors (multiply resource on tile) and arcologies (high tier development).
  • Many new and reworked spaceport modules.
  • Dyson Rings with 21 levels of development.
  • Planetary Orbital Rings with 10 levels of development, providing energy, minerals and food.
  • System Stations – a special habitat constructed around a star to boost resource mining.
  • Link for Colonisable Asteriods and Barren Planets.
  • AI adjusted to suit the changes and will build the megastructures.
  • High compatibility with most other mods.

Tips

  • Requires a new game (for deposits).
  • The mod isn’t as complicated as it seems once you understand it.
  • Watch either the videos or read the extensive feature list. It’ll save you confusion, trust me!
  • Use basic (mineable) resources to supply your buildings so they can produce energy, minerals and food. These cannot be produced by buildings that don’t have adequate supplies of basic resources!
  • The basic resources are listed under the strategic resources menus. These are hydrogen, helium-3, carbon, industrial metals, rare earth elements, pnictogen and water. No other deposits are essential.
  • Only build as many mining stations as you need.
  • Even a 1 size resource deposit is worthwhile if you need that resource – mining stations have 0.2 energy upkeep!
  • Pulsars, neutron stars and blackholes may yield valuable research deposits.
  • Protect your mining stations from enemies. Losing access to basic resources can disable buildings.

Other Links:

Planned Changes and Suggestions Thread
Bugs and Balancing Thread
Version Changelist Thread
Paradox Forums Mod Thread[forum.paradoxplaza.com]

Compatibility with other mods:
  • Patch for Planetary Diversity.
  • The only vanilla file that is replaced is 00_tile_blockers.txt. All others are new files, maximising compatibility with other mods.
  • Can be used with Glavius AI – this mod’s buildings will overwrite Glavius’ Building AI.
  • Mods that alter standard buildings will have those changes overwritten by this mod.
  • Mods that add economic buildings or economic space modules will work, they just won’t have the resource requirements of this mod and may be unbalanced.
  • Mods that add new habitable planet types will not have the new resources appear on them unless they’ve been patched to work as with the Planetary Diversity patch above.