.Space Industry (Habitat Overhaul) for 2.2.7

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Author: I'm A Distraction!

Last revision: 31 May, 2019 at 02:35 UTC (4)

File size: 227.33 KB

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Description:
Features

SIHO; Space Industry and Habitat Overhaul, is my attempt at shifting Habitats from the mildly useful, ‘neat’ role they’ve taken in 2.2, and refocus them more towards an expansion of exploitation of space resources by your growing empire.

Early Game Habitats

Voidborne can now be picked with only the star hold technology. In additions, habitats only cost 2,000 alloys and 100 influence to create, but start at a district cap of four, allowing you to invest in habitats far earlier than currently (and actually take advantage of the fact that its a valid starting ascension perk pick). In addition, the habitat capital building no longer takes alloys as an upkeep.

However, there are now decisions unlocked for your habitats upon researching the star fortress and citadel technology, requiring 1,000 alloys each, and expand the habitat by two districts. With Master Builders, your end game habitats will reach an effective size of 10.

Context Dependent Districts

Habitats now vary in function depending upon the orbital body they’re placed on, unlocking a variety of new districts with new jobs. From Asteroid Miners, Planetary Strip Miners, Ice and Gas harvesters, to strategic resources. Deposits of alloys and other rare resources like exotic gases or zro unlock a limited number of special districts (1 per deposit count) that further harvest the resource with special jobs.

Commercial districts can now only be constructed for habitats which orbit a colony, science districts can only be constructed on habitats orbiting special worlds, collapsars, or bodies with a science deposit. And yes, you can build habitats on asteroids and stars, with respective, districts and jobs for each.

All district possibilities are dependent both upon the main body the habitat is built over, and any moons around the habitat. Gas Giants can be very flexible boys.

In addition, spiritualist empires can now construct temple districts instead of cultural districts, giving 3 priest jobs. Cultural districts have been changed to give 2 culture workers and 1 entertainer.

Deposit Scaling Modifiers

If you build a habitat over an orbital body that had a mineral, energy, or science deposit, you’ll gain a bonus to output yield of that resource. Want an asteroid mining habitat over one of your starting 5 mineral deposit rocks? Minerals from your habitat will now have a 25% output bonus to represent the quality of ore in that region.

Strategic resource deposits and alloys instead unlock a limited number of special districts which offer strategic resource extraction jobs; while dark matter, living metal, zro, and nanites have specialist tier jobs to produce two of their respective resource from new districts.

Unlocked Buildings

All vanilla buildings which were locked out from habitats (mineral and energy hubs, science labs, commercial districts, etc) have been unlocked for habitat use. In addition, mineral hub and energy hubs give special habitat jobs respective of their location instead of basic miner or technician.

New Jobs!

Several new jobs for both regular and gestalt empires! Notable is that most basic resource harvesters produce 5 of their respective resource and one point of a science, at the cost of one energy to represent the fuel use for their operations (exception for solar technicians!). The science output represents innovation that comes from demands of a space based industry over a planetary one.

Habitat Specialization

Planet specializations are unlocked for habitats, giving a 5% bonus to resource output for their respective jobs depending on what districts and buildings you built on the habitat. On top of all the standard specializations for your colonies, there are now temple/culture specializations for temple/leisure habitats, and special ‘hybrid’ specializations for fortress/temple, mining/alloys, mining/artisan habitats.

Balance Changes

Habitats come with a 25% population growth malus, to prevent your population from exploding too quickly with more spamable habitats.

Non-city districts have had their districts give 3 housing. On top of city districts now giving clerk jobs. City habitat districts also increase in housing size from 10 to 12 with the housing research, to keep it at roughly 50% capacity to the planet-side districts.

Between a high capital energy upkeep (five, then eight upon upgrade), district upkeep, and energy requirements from most of the new worker jobs, you’ll require more energy to balance against the extra resources your habitats can produce. Fortunately, many of the new habitat districts will help mitigate the extra energy demands of your growing space empire.

Compatability

Planet View 2 The mod functions without this, but certain habitats (looking at you, Gas Giants) can have more than four districts, requiring this mod to properly function.

Rebalanced Worker Jobs The habitat jobs are set to use Balanced Worker outputs instead of standard 4/4/6 (or 6/4/5) when this mod is also active.

Local production Likewise, habitat jobs are now configured to give the resource efficiency bonuses like regular jobs if this mod is also activated.

The following vanilla files were overwritten with this mod;
00_capital_buildings
03_habitat_districts
habitats

Special Thanks

Special thanks to Guili for helping me through the process he used to get habitats to fetch information from their host planet (that’s a condition which would be most appreciated, Paradox!). Also to the Stellaris Modding Den discord channel for helping me through trying my hand with my first major mod.

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Planet View 2 [7D|45B|10C] for 2.2.6+Steam Workshop
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