Orbital Economy Overhaul
Added this to the top of the description to avoid further confusion. Kindly stop direct messaging me with complaints.
This mod is an expansion of early and mid game economic options other than colonizing more planets and building the typical mining/research stations. The goal is to allow investment in non planet economies early and without overly effecting vanilla game balance. It achieves this by adding new early game production hectostructures (small megastructures), new kilostructures for mid game, a new set of civics, several new traditions, removing most megastructure build limits, and a suite of new starbase buildings. One of the main balancing features of this mod is that it uses trade as the primary upkeep for every megastructure in the game to limit players ability to infinitely scale production without penalty. This trade upkeep also scales with empire sprawl to create a penalty for super wide empires.
What this mod is not is a power fantasy simulator or a cheat mod that gives access to over powered tools. There is also no large expansion to end game; this mod mostly affects early and mid game. It is also not a player only mod. The AI will use the tools in this mod (albeit with limitations to prevent them from spamming structures illogically).
Please direct balancing feedback to my discord,
Full documentation can be found there:
https://discord.gg/CqAMhCRbUs
- All megastructures now have their base upkeep changed to trade
- Megastructures that had no upkeep have been given a reasonable trade upkeep
- Empire Sprawl now has increased penalties
- Megastructures no longer have a build limit
- Asteroid Mining Base
- Orbital Hydroponics Station
- Orbital Solar Array
- Orbital Industrial Station
- Orbital Core Drill
- Orbital Arcology Ring
- Star Lifter
- Matrioshka Brain
- System Agricultural Hub
- Asteroid Mining Hangar
- System Energy Depot
- Hectostructure Supply Dock
- Prospector Hub
- Fleet Supply Yard
- Metallurgy Annex
- Workshop Annex
- Chemical Plant
- Gas Refinery
- Translucer Lab
- Capacity For Exceptionalism
- Populist Prerogative
- Civil Ascendancy
- Rings of Power
- Heliocentric Engineering
- Orbital Pioneers (Regular)
- Orbital Industrialists (Megacorp)
- Null Gravity Protocols (Machine Intelligence)
- Orbital Focus (Hivemind)
- Construction Tradition
- Computation Tradition
- Extraction Tradition
- Star Husbandry Tradition
- Verticality Tradition
Full list in documentation.
- Uninhabited Habitats can be destroyed via planetary decision
- Dyson Swarms can be built in binary and trinary systems
- Vanilla megastructures can coexist in the same solar system now.
- Fixed vanilla game issue with ruined orbital rings incorrectly spawning restored rings.
- Added edicts to toggle megastructures in the outliner
Read the documentation for full list of specific vanilla overwrites and for explanations as to why a particular file is overwritten
- Various vanilla megastructures
- Several vanilla events
- Several scripted triggers and effects
- The megastructure view GUI
Credit to discord users DarkCrimson, Agent 9, Moros, and Paradox for large amounts of feedback and ideas that have greatly influenced this mod.
Credit to discord user Quollveth for giving me permission to use their shell world model: https://steamcommunity.com/sharedfiles/filedetails/?id=2691400632
Credit to Emperor Scorpio for giving me permission to use some of their planet textures: https://steamcommunity.com/sharedfiles/filedetails/?id=1704586879
Documentation and changelogs can be found there:
https://discord.gg/CqAMhCRbUs
If it is a non megastructure mod, probably. If it is a megastructure mod, it most likely will not be compatible. (Yes that includes being incompatible with Gigastructures)
Yes, it is 100% incompatible. Your game will not horrifically crash, however features from both mods will not work correctly when used together. There is a lite version of this mod here that can be used with Gigastructures: https://steamcommunity.com/sharedfiles/filedetails/?id=3561544156
Because the mod is for myself and I wanted to do things without being restricted by the design choices of a mod I do not use.
No, I only make patches for mods I actively use. Maintaining a patch for someone else’s work that may change without me knowing is tedious if I’m not using the mod regularly. If anyone wants to maintain a compatibility patch between this mod and another mod, I will be more than happy to help you with it.
Stripped down version of the mod that should be compatible with most mods.
https://steamcommunity.com/sharedfiles/filedetails/?id=3561544156
Experimental testing branch of Orbital Economy Overhaul
https://steamcommunity.com/sharedfiles/filedetails/?id=3479001707
Required DLC:
These DLC should be installed in order to use this item.
Stellaris: Utopia
Stellaris: The Machine Age
Revisions:
Old revisions of this mod are available below. Click the link to download.