Living Space (2.3)

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Authors: Metadigital, gebnar

Last revision: 28 Jun, 2019 at 14:02 UTC (24)

File size: 11.15 MB

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Description:
Update:

The expansion "Living Space: Stars" is live! It’s included with the base mod, and is enabled by default.

Features

Mod Options
Living Space has an options menu where a number of things can be configured at any time during the game! To use it, activate the "Living Space Options" edict.

More Habitats!
Use a Planetary Decision to plan and colonize habitats on uninhabitable planets, asteroids, gas giants, AND STARS!.

Bigger Habitats!
Hostile planets have new, unique blockers that require research and are costly to remove. (However, the techs only appear if you enable "Big Habitats" in the mod options menu.)
Upon meeting certain requirements, Orbital habitats and Asteroid habitats may be expanded using planetary decisions:

  • Increasing starbase techs each unlock a 1 district expansion (for a total of 3).
  • Voidborne unlocks a 2 district expansion.
  • If you turn on the "Big Habitats" option, Master Builders unlocks a 10 district expansion.

Planetary and Asteroid Habitats only cost a small amount of energy to plan, but their districts cost alloys to build.

Molten, Toxic, and Frozen Habitats can harvest substantial amounts of Volatile Motes, Exotic Gases, or Rare Crystals.
Asteroids produce Minerals, Alloys and Consumer Goods.
Ice Asteroids produce Food.
Gas Giants produce Trade or Energy.
Crystal Asteroids harvest Rare Crystals and produce Unity.
Barren Habitats are pretty normal.
Most Star Habitats produce tremendous amounts of energy.
Black Holes produce Dark Matter.
Pulsars and Neutron Stars produce Zro.

Most habitat districts require certain technologies to be unlocked before they can be built.

Habitats have reduced Habitability. Molten, Toxic, and Frozen Habitats are less habitable than the others.

Rare Resource techs tweaked: Colonized Molten, Toxic, and Frozen worlds greatly increase the chances of these techs appearing.

Known Issues!

The current version of the game sometimes fails to apply the new habitability modifiers to my habitats. If this happens, simply "cancel" and "restore" the habitat. In my experience this has always fixed things on the first try, though it is possible it could take a few attempts.

Planets may change size a bit when using the decision to plan a habitat. There’s not much I can do about this as their visual size is directly linked to their district size. This is most noticeable with asteroids, or when playing with the Real Space 3.2 mod also activated.

I wanted habitat planets/asteroids to use the habitat capitol buildings. Unfortunately doing so creates a lot of unnecessary incompatibility for a relatively minor benefit. I’ve opted to just leave them with default capitol buildings, to preserve compatibility with as many mods as possible.

Please let me know how things work out in your games!

Mod Compatibility

Click here

Other Mods

Ecology Mod by Metadigital
Adds a wide variety of features related to waste management and disposal. Has built in compatibility for Living Space. Both mods were designed together, and complement each other.

Close Precursors
This is just a small mod I made to make precursor systems (and the Rubricator system) spawn nearby your current empire capital.

Influence Overhaul (alpha)
This is my attempt to rebalance the game a bit so that aggressive expansion isn’t always the best choice in every situation. Larger empires spend influence controlling their territory. Smaller empires can spend it on a variety of tools, including a couple of powerful new policies.

Living Space – Testing
This is the testing branch of Living Space. I’ve decided to make it available for anyone who wants to see how my work is progressing. I’ll try not to upload anything too broken, but I make no guarantees!