Spaceports Expanded
For Stellaris Version 1.9.X
I am currently looking at how and if I can update the mod for 2.0 and higher. No promises, they made some pretty intense changes, so we shall see
Tired of vanilla Spaceports? Tired of them falling like a house of cards the second a fleet comes into your system? Do you feel that Spaceports SHOULD be a force to be reckoned with? Well then, THIS is the mod for you!
I felt that the vanilla spaceports were too weak and fragile. So I hunted out a mod that made them better. Well that mod ceased being updated as of 1.8, so I took it on as a personal prject with permission of the previous author. First I did a basic update to make it 1.8 compatible, and then I went about doing virtually a complete rewrite.
Now your Spaceports can reaach over 100k at end-game (properly fit of course), and should be able to take enough of a beating that your fleet can come in and back it up.
Full break-down here
But in short, I’ve added
- 3 Armor upgrade modules
- 4 Army/military upgrade modules
- 6 Energy Mdules
- 3 Food modules
- 3 Hull Modules
- 9 Media and Propaganda Modules
- 4 Mineral Modules
- 3 Shield Modules
- 3 Ship Assembly Arrays
- 11 Strategic Resource Modules (steep costs associated with them)
- 3 Weapons Upgrades
- 14 Weapon Modules
- 2 Hangars
- 4 Observation/Sensor Modules
- 5 Science Modules
I have hidden them all behind tech that has vanilla requirements, so after you research Shields, you’ll get a research for spaceport shields, and so on.
Now yes, that is a lot, and I’ll explain myself. My reasons are
- I felt that you should be able to have a "deathstar" spaceport for protecting those vulnerable front line systems (but have to give something up for that to happen)
- I also felt that the previous version of this mod was WAY to OP for the weapons in it (400% fire rate and 400% weapons damage… wow)
- I felt that a player should be able to play in their play style, you want a deathstar, you can have one. Want a tanky science station, you can do it, want a resource hub? DONE!
- Having more modules makes it a little easier to ensure the AI uses the right ones in the right places.
This could get huge and long, basically I have added a tech for nearly all the abvove modules. I have tried to keep the costs low so you can get modules when you need them, but not have a 25k Spaceport when you can only field a 2k fleet.
To help with the extra techs, I have added a tech that you should get rather early in the game that offers 5% research speed increase and 1 research alternative. Also, the science modules give a 50% boost to a planets output of it’s associated science type and a 5% to the others. That alone should make up for the extra techs, but I felt that having an overall boost in research speed would be more than fair.
I have also added 2 repeatable rare technologyies that increases Spaceports Hitpoints and Weapons damage. So longer games should result in bigger and better Spaceports.
- planet_view.gui
- I do change some values in "defines.txt" but I don’t replace the actual file
- planet_view.gfx
- More Starting Systems – My shameless plug for my other mod.
- Growing Planets 2 A mod I updated for 1.8.2 that makes your planets bigger
KNOWN CONFLICTS
- Any mod that alters the above vanilla files.
VERSION HISTORY
- 2.0 – HUGE update, basically a rewrite
- 1.0.4 – AI was doing sick things with building all the guns on spaceports, I have changed the AI weighting. Now the AI shouldn’t build them all, but I can’t promise they’ll actually build them at all. Big changes coming soon!!!
- 1.0.3 – Found some obsolete components sets that were causing unintended duplication of costs in vanilla and other mod components, leading to a 350-550 mineral surcharge being added to ships. This should be fixed.
- 1.0.2 – Fixed the back button/pink square bug. Removed the modified vanilla planet_view.gfx
- 1.0.1 – Removal of Tiny Spaceport Modules
- 1.0 – Initial Upload
Revisions:
Old revisions of this mod are available below. Click the link to download.