Space Industry (Habitat Overhaul) for 3.4.3

⭐ — (0 endorsements) 📥 829 downloads 📅 5/8/2021
⚪ Last updated 2022

By 76561198005734993 · Balance, Economy, Gameplay, Overhaul

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 6/12/2022 📅 Created: 5/8/2021

🔍 Analysis

  • 👍 0.0% endorsement rate
  • 🏆 #3 of 6 Balance, Economy, Gameplay, Overhaul mods in this game by downloads

📋 About This Mod

3.4.4 Version Do to some issues with the Paradox Game Launcher and uploading to Stellaris, its being quite difficult to upload to this mod page. So as a work around I've uploaded the update to 3.4.4 (along with some other fixes) here. Features Space Industry (Habitat Overhaul) updated to 3.4 for all your Habitat loving goodness. Compared to 3.4, SIHO allows you to gain mineral and energy habitats from a wider variety of planet(oids), allow habitats to be placed on asteroids or stars, and allow habitats to scale deeper into the game with technology and traditions improving your Habitat districts as well. New to the 3.0 version, Habitats will also work in tandem with your colonies beneath them. And in the 3.4 version, Habitats and Orbital Rings can co-exist, with most bonuses from your Orbital Rings applying to the Habitat as well. Worlds and Habitats Working In Concert Habitats will now provide special bonuses towards your colonies, reflecting industries that are more an extension of the planet's economy rather than some rural rough neck spacers wrangling rocks in your Belt. Habitats above a colony (or a gas giant that a colony is a moon of) will provide a special deposit to themselves and your colony, depending upon the Districts of your Habitat. In addition, Habitats will gain an additional district slot for being in orbit of larger, more established colonies (+1 max districts for a Major Capital, and +2 max districts for a System Capital). Context Dependent Districts Rather than just checking for resource deposits, habitats will also check for the type of planetary body they're built upon. Asteroids and most rocky planets allow for the astro mining districts. Ice asteroids, gas giants, toxic worlds, and luminous stars allow the generator district. And collapsars, shrouded worlds, and shielded worlds can support science districts. Habitats can still not be built over moons, however any unlocked districts or deposits the moon would have given the habitat are added t

3. 4. 4 Version Do to some issues with the Paradox Game Launcher and uploading to Stellaris, its being quite difficult to upload to this mod page. So as a work around I've uploaded the update to 3. 4. 4 (along with some other fixes) here. Features Space Industry (Habitat Overhaul) updated to 3. 4 for all your Habitat loving goodness. Compared to 3. 4, SIHO allows you to gain mineral and energy habitats from a wider variety of planet(oids), allow habitats to be placed on asteroids or stars, and allow habitats to scale deeper into the game with technology and traditions improving your Habitat districts as well. New to the 3. 0 version, Habitats will also work in tandem with your colonies beneath them. And in the 3. 4 version, Habitats and Orbital Rings can co-exist, with most bonuses from your Orbital Rings applying to the Habitat as well. Worlds and Habitats Working In Concert Habitats will now provide special bonuses towards your colonies, reflecting industries that are more an extension of the planet's economy rather than some rural rough neck spacers wrangling rocks in your Belt. Habitats above a colony (or a gas giant that a colony is a moon of) will provide a special deposit to themselves and your colony, depending upon the Districts of your Habitat. In addition, Habitats will gain an additional district slot for being in orbit of larger, more established colonies (+1 max districts for a Major Capital, and +2 max districts for a System Capital). Context Dependent Districts Rather than just checking for resource deposits, habitats will also check for the type of planetary body they're built upon. Asteroids and most rocky planets allow for the astro mining districts. Ice asteroids, gas giants, toxic worlds, and luminous stars allow the generator district. And collapsars, shrouded worlds, and shielded worlds can support science districts. Habitats can still not be built over moons, however any unlocked districts or deposits the moon would have given the habitat are added t

📊 Mod Details

Game
Stellaris Mods
Author
76561198005734993
Version
N/A
Downloads
829
Endorsements
0
Category
Balance, Economy, Gameplay, Overhaul
Created
5/8/2021
Updated
6/12/2022

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