Planetary Mega Engineering Rebalance

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Author: Parciwel

Last revision: 23 Jun at 20:31 UTC (3)

File size: 1.48 MB

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Description:

Very much work in progress. Expect regular changes that may not be save compatible but shouldn’t ruin saves either, just not apply the new things correctly.

This is a small rebalance of the Planetary Mega Engineering mod fro Derilict Dawn: https://steamcommunity.com/sharedfiles/filedetails/?id=3193699928&searchtext=Planetary+mega+engineering

Fixed bug where deposits get removed when world turns to ecumenopolis (compatible with other mod equivalents that remove all deposits)
That the Nanite Consumption of a planet removes all districts is NOT a bug. This is intended and I have made sure, that it doesn’t mess with the Megastructure Counter and flags for the planet.

All Structures have Upkeep now.
Additionally all raw resource Structures are mutually exclusive as are the Refinery one and the Factory and smeltery duo.

The upkeep can easily be edited in the deposit file and the mutual exclusiveness in the decisions file.

All Credit goes to Derilict Dawn.

I may fix bugs if I missed an upkeep or mutual exclusivness/ messed up somewhere but I will probably not keep this up to date with new versions of the original mod.

The AI weight on the structures will now be influenced by what the planet already has built.
I do not claim these are perfect or balanced as I just guessed the numbers, but they won’t, for example, build an irrigation network on a generator planet.
This should be a bit better than the current status of AI in the original mod.

There now is a limit of the amount of Planetary Megastructures you can have in your empire (may gets edited).

The Master Builders ascension perk now doubles the limit for every planetary megastructure, to make it more worthwhile.

At deafault, it will be 3 after researching the tech and for every Gatekeeper Tech (planetary Engineering, Mega Engineering, Ascendant Mega engineering) 2 Capacity get added to the ones that are researchable before the respective Gatekeeper Tech.

Technology is now split up with 4 Stages.
In the first stage, and with that available to research from teh beginning, are the following structures:

Worldwide Maglev System
Planetary Irrigation and Water Treatment
Planetary Mining and Construction HQ
Planetary Fusion Grid
Polar Resource Silos
(some may require a normal tech like fusion as a prerequisite)

The second stage is after the "Planetary mega Engineering" tech and includes the following structures:

Space Elevator
ADX Prison and Rehab Center
Interstellar Hospital
Corporate Megacampus
Orbital Defense Grid
Auxiliary Assembly Centers
Capital Ecumenopolis
Resort Archipelago
Subsurface Megaforges
Orbital Superfactory
Chemical and Hazardous Goods Processing (requiering all synthesis techs)

The third stage is locked behind the vanilla "mega engineering" and "Planetary mega Engineering" (in my eyes the most powerful ones without ascendance):
Orbital Colonies
University Cityscape

Fourth stage is behind the "ascendant planetary mega engineering" tech:
Psionic Shroud Emitter
Gene Preservation Vaults
Orbital Robotics Assembly Labs
Cybernetics Uplink Facility

If the megastructure has a machine empire counterpart, that should be covered by the tech for the normal empire.

You can change the limit and built counters of desired megastructures ingame with the following command:
effect change_variable = { which = [Variable] value = [desired value] }
The variables can be seen when using the command: print_flags 0
Use this if you encounter a bug and don’t want to start new run or to cheat if you really want to.

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Revisions:

Old revisions of this mod are available below. Click the link to download.