Stellaris

Stellaris

32 ratings
Treat Habitats Like Ringworlds
   
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266.387 KB
Sep 18, 2023 @ 3:31am
Sep 18, 2023 @ 3:46am
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Treat Habitats Like Ringworlds

Description
So you know how orbital ring buildings can boost job output? And how on ringworlds max level buildings do the same? And how on habitats neither of those can be used? Very unfair.

This mod fixes that. Now habitats are treated the same way as ringworlds: max level buildings boost your pop efficiency.

Note: you need orbital rings technology for that bonus to apply. That requirement was added for balance reasons

Compatibility:
Built-in compatibility with orbital ring buildings: if both mods are installed, research institutes provide the same bonuses as on ringworlds.
Built-in compatibility with space elevators: you won't be getting duplicate bonuses

[discord.gg]

Check out the other mods I made!

Orbital Ring Buildings
Treat Habitats Like Ringworlds
Real Machine Name Lists
Visible Planetary Shields
11 Comments
squidgin Oct 20, 2024 @ 8:34am 
@borsk i would like to commend your programming, in that case
:)
borsk  [author] Jun 4, 2024 @ 4:35am 
yeah, it still works. I made it in a very forward-compatible way, I don't think it'll ever break unless paradox introduces some radical changes to their code
borsk  [author] Jun 4, 2024 @ 4:19am 
It should still work in the current version. I'll go check
savadrin Jun 4, 2024 @ 3:31am 
update? this is one of those mods that's so sensible i wish they'd incorporate it into the game. void dwellers gets screwed for lacking orbital rings
Puro's Number 1 Fan May 12, 2024 @ 2:35pm 
Update?
borsk  [author] Dec 21, 2023 @ 10:04pm 
it should work in 3.10
savadrin Dec 19, 2023 @ 8:58pm 
update?
borsk  [author] Oct 8, 2023 @ 11:25am 
@AlyaOrSomething I made a mod called "Stellaris evolved balance tweaks" that brings this feature to the evolved mod, enjoy!
AylaOrSomething Sep 24, 2023 @ 9:23am 
doesn't work with the evolved mod ;-;
Mackstsh Sep 20, 2023 @ 1:22pm 
good mod