Sith's Machine World Expansion

⭐ — (0 endorsements) 📥 690 downloads 📅 10/6/2017
⚪ Last updated 2021

By 76561198016583135 · Gameplay, Overhaul

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 12/19/2021 📅 Created: 10/6/2017

🔍 Analysis

  • 👍 0.0% endorsement rate

📋 About This Mod

3.0 Update W.I.P: 3.0 update is out. Numbers not final, hiddin machine worlds not in, special modifiers not in. planet types not in. All things I want to get to but I need a break from working on this for like a week or so now v.v But do let me know if you find any major (or minor) issues and I will try to see what I can do. Anyone who wants to play in pre 3.0 I have uploaded the 2.8.1 branch here Machine World Expansion 2.8.*. Backstory: Machine Worlds are an interesting idea but like everything in existance I felt they could be expanded on. Features: Machine World starting system choice to start off on 1 of 4 different kinds of Ruined Machine Worlds. Discovering Ancient Machine Worlds sitting dormant in the galaxy waiting to be restored that can have various buffs/debuff modifiers/ruins awaiting new owners (currently W.I.P). Specilization of Machine Worlds, Machine Ringworlds & Machine Habitats for expanded functionality allowing the construction of "Networks" on them. Network Districts provide special jobs that grant a bonus related to the district. For example the more Energy Districts create jobs that pops work that produces a little energy but also gives a little bit of extra energy to all other technicans on the planet. So the more pops you have working on that job the more energy you will make from that world. List of Districts (no stats) in patchnotes Notes The cost in resources and time to actually max out a world with research, terraforming, construction, upkeep resources ect, is still very much subject to change. It is fairly cheapish/quickish to get a T1 world filled with mostly networks but to fully maxing out to T3 is going to be very costly and time consuming (as it should be but still subject to change) but the world will provide a vast number of resources (especially if you build on a world with a powerful ruin). Having another mod that adds things to reduce terraforming/construction cost/time is highly recommended. Science Habitats and Civic Uniqu

3. 0 Update W. I. P: 3. 0 update is out. Numbers not final, hiddin machine worlds not in, special modifiers not in. planet types not in. All things I want to get to but I need a break from working on this for like a week or so now v.v But do let me know if you find any major (or minor) issues and I will try to see what I can do. Anyone who wants to play in pre 3. 0 I have uploaded the 2. 8. 1 branch here Machine World Expansion 2. 8.*. Backstory: Machine Worlds are an interesting idea but like everything in existance I felt they could be expanded on. Features: Machine World starting system choice to start off on 1 of 4 different kinds of Ruined Machine Worlds. Discovering Ancient Machine Worlds sitting dormant in the galaxy waiting to be restored that can have various buffs/debuff modifiers/ruins awaiting new owners (currently W. I. P). Specilization of Machine Worlds, Machine Ringworlds & Machine Habitats for expanded functionality allowing the construction of "Networks" on them. Network Districts provide special jobs that grant a bonus related to the district. For example the more Energy Districts create jobs that pops work that produces a little energy but also gives a little bit of extra energy to all other technicans on the planet. So the more pops you have working on that job the more energy you will make from that world. List of Districts (no stats) in patchnotes Notes The cost in resources and time to actually max out a world with research, terraforming, construction, upkeep resources ect, is still very much subject to change. It is fairly cheapish/quickish to get a T1 world filled with mostly networks but to fully maxing out to T3 is going to be very costly and time consuming (as it should be but still subject to change) but the world will provide a vast number of resources (especially if you build on a world with a powerful ruin). Having another mod that adds things to reduce terraforming/construction cost/time is highly recommended. Science Habitats and Civic Uniqu

📊 Mod Details

Game
Stellaris Mods
Author
76561198016583135
Version
N/A
Downloads
690
Endorsements
0
Category
Gameplay, Overhaul
Created
10/6/2017
Updated
12/19/2021

🔧 How to Install Stellaris Mods

Subscribe on Steam Workshop. Mods auto-download and install. Launch the game to activate.

📖 Full step-by-step install guide for Stellaris →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Stellaris commands, item IDs, and more.

Keep browsing — more Stellaris mods await

📋 All Stellaris Mods 🏆 Top 25 📂 More Gameplay, Overhaul 👤 More by 76561198016583135 🔎 Similar Mods 🌐 Best Gameplay, Overhaul (All Games) 🔀 Check Compatibility ⚖️ Compare Mods 🆕 New Mods