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Omniscient

Major
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Oct 31, 2006
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Expanded_Starbases_Title.jpg


Beefs up starbases and introduces a few new buildings

Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1359700418

Full list of changes:
Starbases
- New T6 Starbase Stellar Bastion, gives 12 module and 8 building slots, 24 platform slots, twice the hp and armor as a citadel, has access to a titan weapon slot (with Apocalypse only)
- Star Fortress gives 4 building slots
- Citadel gives 9 module slots and 6 building slots, 18 platform slots
- Starbases get +1 medium gun slots for all levels
- Starbases get +2 utility slots for all levels
- All starbases except outposts get +1 hanger slot
- Starhold and Star Fortress gets +1 guided slot and +1 large slot, Citadel and Bastion gets +2 of each
- Citadel gets +1 extra large gun slot, Bastion gets +2
- Starbases get point defense slots, ranging from 1 for outposts to 10 for bastions
- Star Fortress and Citadel get +1 auxiliary component slot

Starbase Modules
- Trading hubs give +1 trade value
- Trading hubs get an additional +2 trade value if built in a system with a trading enclave
- The weapon modules give +1 weapon slot each, hanger bay also gives +1 point defense slot
- Basic starting flak cannons, intended for use in early starbases
- Solar Panels give 4 energy

Starbase Buildings
- NEW: Pulsar Observatory, +10 engineering, requires level 3 sensor tech
- NEW: Interstellar Customs Office, gives +1 trade collection and protection range, +10 trade protection, +4 trade value, and +2 society research. Can only be built in systems bordering a country with whom you have a commercial pact. Requires Adaptive Bureaucracy, not available to gestalts and criminal syndicates
- New: Syndicate Free Haven, gives +1 protection range, +20 trade protection, +8 trade value. Requires Criminal Syndicate civic. Can only be built in systems bordering a country that has one of your branch offices on one of their planets. Requires Adaptive Bureaucracy
- NEW: Stellar Fortifications, gives +25% shields and armor, requires starbase fortification I
- NEW: Patrol Office, doubles trade protection and protection range from the three military modules. Requires Interstellar Enforcement
- Black Hole Observatory can be built in systems with a natural wormhole
- Command Center gives +5 tracking
- Communications Jammer gives enemy ships -5 tracking
- Defense Grid Supercomputer gives +10 defense platform capacity, up from +6
- Disruption Field Generator gives enemy ships -25% shields, up from -20%
- Hyperlane Registrar gives +20% sublight speed
- Target Uplink Computer gives +5 tracking
- Hydroponics Bay gives 5 food
For Real Space 3.0:
- NEW: Protostar observatory, built around young stars, +8 physics, requires level 2 sensor tech
- Nebula Refinery can be build in any system with a local nebula or proto-planetary disk

Technologies
- NEW: Interstellar Enforcement tech, tier 2, gives access to Patrol Office starbase building
- NEW: Orbital Gene Crops, tier 3 tech, +2 food from orbital hydroponics. Requires Gene Crops
- NEW: Improved Photovoltaics, rare tier 3 tech, Solar Panel Network gives an additional +2 energy
- NEW: Galactic Trading Company, rare tier 4 tech, Offworld Trading Company gives an additional +2 trade value to trading hubs
- NEW: Interstellar Fleet Doctrines, rares tier 4 tech, Naval Logistic Office gives an additional +2 naval capacity to anchorages
- With Nanite Mineral Probes, Nebula Refineries produce an additional +3 minerals, +1 alloys
- With Multi-Dimensional Analysis, starbase research buildings produce an additional +3 research
- Improved Structural Integrity gives +10% starbase hull points
- Three engineering techs that increase starbase hull points by +15/+20/+25%
- Synchronized Defenses tech gives +1 starbase capacity

Other
- +1 starbase capacity per 100 pops
- +2 piracy suppresion from defense platforms

Changelog:
1.2.2
Updated for patch 2.2.3
Additions:
- +1 starbase capacity per 200 pops
- Patrol Office, requires Interstellar Enforcement. Doubles trade protection and protection range from the three military modules
- Interstellar Enforcement tech, tier 2 tech that gives access to Patrol Office starbase building
- With Nanite Mineral Probes, Nebula Refineries produce an additional +3 minerals, +1 alloys
- With Multi-Dimensional Analysis, starbase research buildings produce an additional +3 research

Tweaks
- Utilizes Glavius's AI starbase code, if Glavius's AI Mod is active
- Syndicate Customs Office renamed Syndicate Free Haven, gives +8 trade value, +1 protection range, +20 trade protection
- Interstellar Customs Office gives +4 trade value, +10 trade protection
- Cost of Interstellar Customs Office and Syndicate Free Haven increased to 125 alloys (up from 100)
- Trade Hubs give +1 trade value
- Solar Panels give +4 energy (up from +3)
- Hydroponic Bays give +5 food (up from +3)
- +2 piracy suppresion from defense platforms


Bug Fixes
- Space Trading no longer requires a rare resource technology or access to the galatic market to research
- Rewrote the reactor file to make it more compatible with other mods

1.2.1
Bug Fixes
- Titan slots on bastions being empty
- Relaxed restrictions on custom office to include vassals and federation members

1.2
Compatibility with 2.2:
- Interstellar Customs Office gives +1 trade collection and protection range, +2 society research and trade value. Requires a commercial pact with neighbor
- Galactic Trading Company, Offworld Trading Company gives an additional +2 trade value to trading hubs

Additions:
- Syndicate Customs Office, gives +1 trade collection and protection range, +4 trade value. Requires Criminal Syndicate civic. Can only be built in systems bordering a country that has one of your branch offices on one of their planets
- Improved Photovoltaics, rare tier 3 tech, solar panels give an additional +2 energy

Tweaks
- Atmospheric Manipulator appears to have been broken by 2.2, has been temporarily removed

1.1.1
Additions
- Orbital Gene Crops, tier 3 tech that gives +2 food from orbital hydroponics. Requires Gene Crops
- Galactic Trading Company, rare tier 4 tech, Offworld Trading Company gives an additional +2 energy to trading hubs
- Interstellar Fleet Doctrines, rares tier 4 tech, Naval Logistic Office gives an additional +2 naval capacity to anchorages

Bug Fixes
- Neighbors who are rivals or who have a truce with you won't count as a neighbor with open borders for the purposes of building the custom office

1.1.0
Additions
- New T6 Starbase Stellar Bastion, gives 12 module and 8 building slots, 24 platform slots, twice the hp and armor as a citadel, has 1 titan, 2 extra large, 4 large, 25 medium, 2 guided, 2 hanger, 10 point defense, 50 utility, and 3 auxiliary slots. Requires T5 technology of the same name, which requires Titans tech (for titan weapon), if you don't have Apocalypse, requires battleships instead (titan weapon slot will be empty without Apocalypse)
- Fallen Empire starbases upgraded to bastions
- Interstellar Customs Office, gives +8 energy, +2 society research. Can only be built in systems bordering a country with whom you have open borders. Requires Adaptive Bureaucracy
- Stellar Fortifications, gives +25% shields and armor, requires starbase fortification I
- Third starbase fortification tech, tier 5, gives +25% starbase hp

Tweaks
- Star Fortress gives 4 building slots
- Citadel gives 9 module slots and 6 building slots, 18 platform slots
- Titans tech requires Citadel tech
- Atmospheric Manipulator give +15% habitability (up from +10%)

1.0.3
- New XL weapon, intended for Citadels when no other XL weapon is researched. Has accuracy of a mega cannon, but damage of a tier 5 large kinetic weapon.

1.0.2
- Hull Points restored to vanilla values
- Improved Structural Integrity gives +10% starbase hull points
- Two engineering techs that increase starbase hull points by +15/+20%

1.0.1
Additions:
- Atmospheric Manipulator, increases planet habitability by 10%, food production by 20%, requires terrestrial sculpting
- Synchronized Defenses gives +1 starbase capacity
- Basic starting flak cannons, intended for use in early starbases

Tweaks:
- Hanger Bay Module gives +1 point defense slot
- Improved Localization

1.0
Initial Release
 
Last edited:
Mod Update:
Additions:
- Atmospheric Manipulator, increases planet habitability by 10%, food production by 20%, requires terrestrial sculpting
- Synchronized Defenses gives +1 starbase capacity
- Basic starting flak cannons, intended for use in early starbases

Tweaks:
- Hanger Bay Module gives +1 point defense slot
- Improved Localization
 
Mod Update:
...
- Basic starting flak cannons, intended for use in early starbases
...

May I ask if you used already existent locator positions of the assets/meshes with invisible weapons or did you infuse new ones?
 
May I ask if you used already existent locator positions of the assets/meshes with invisible weapons or did you infuse new ones?
I used the vanilla flak cannon icons and meshes, if that's what you're asking. (I have zero art skills, so new meshes and art are beyond me) I only added it because empty weapon slots wouldn't be filled unless the starbase was upgraded, so the outposts in your initial systems would never get point defense. It's only meant to be used on starbases, as the ship sections for point defense were not touched, and are still only available once you research one of the PD techs.

If you meant something else, I'm afraid I don't know enough about graphics and mesh modding to properly understand your question. I didn't touch anything graphic-wise, if that helps.
 
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I used the vanilla flak cannon icons and meshes, if that's what you're asking....

Well... no. I try to make it more clear:
Did you just alter the weapon slots to carry PD instead of M (or G)? Asking, because PD's are considered S size (graphical wise) and would look odd on a M size mount.
 
Well... no. I try to make it more clear:
Did you just alter the weapon slots to carry PD instead of M (or G)? Asking, because PD's are considered S size (graphical wise) and would look odd on a M size mount.
I gave them s-size mounts, yes.
 
What prog did you use to import/export the meshes to shrink/alter the mounts?
None, I just added slots to the section template. As I said earlier, I have zero art skills. I did not touch a single thing in the graphics folder.

If you have further questions, please message me.
 
Mod Update 1.1.0
1.1.0
Additions
- New T6 Starbase Stellar Bastion, gives 12 module and 8 building slots, 24 platform slots, twice the hp and armor as a citadel, has 1 titan, 2 extra large, 4 large, 25 medium, 2 guided, 2 hanger, 10 point defense, 50 utility, and 3 auxiliary slots. Requires T5 technology of the same name, which requires Titans tech (for titan weapon), if you don't have Apocalypse, requires battleships instead (titan weapon slot will be empty without Apocalypse)
- Fallen Empire starbases upgraded to bastions
- Interstellar Customs Office, gives +8 energy, +2 society research. Can only be built in systems bordering a country with whom you have open borders. Requires Adaptive Bureaucracy
- Stellar Fortifications, gives +25% shields and armor, requires starbase fortification I
- Third starbase fortification tech, tier 5, gives +25% starbase hp


Tweaks
- Star Fortress gives 4 building slots
- Citadel gives 9 module slots and 6 building slots, 18 platform slots
- Titans tech requires Citadel tech
- Atmospheric Manipulator give +15% habitability (up from +10%)

The biggest change is the inclusion of a T6 starbase, complete with a titan weapon.
 
Mod Update 1.1.1
1.1.1
Additions
- Orbital Gene Crops, tier 3 tech that gives +2 food from orbital hydroponics. Requires Gene Crops
- Galactic Trading Company, rare tier 4 tech, Offworld Trading Company gives an additional +2 energy to trading hubs
- Interstellar Fleet Doctrines, rares tier 4 tech, Naval Logistic Office gives an additional +2 naval capacity to anchorages

Bug Fixes
- Neighbors who are rivals or who have a truce with you won't count as a neighbor with open borders for the purposes of building the custom office
 
Hey, Question I recently bought the GOG version, And I really like how this looks, but seeing I have the GOG version and not the Steam one I do not have access to the Steam Workshop could you maybe have another way of getting your interesting mod?
 
Found a Minor problem with this mod, The Dark Matter Reactor with 10K power Generation isn't Enough I think for the Stellar Bastion,
Img is from a FE Stellar Bastion
31310083-2e81-452a-817d-714510e44207-original.png

euqVxhVvFEUWQSXH6
 
Last edited:
Found a Minor problem with this mod, The Dark Matter Reactor with 10K power Generation isn't Enough I think for the Stellar Bastion,
Img is from a FE Stellar Bastion
31310083-2e81-452a-817d-714510e44207-original.png

euqVxhVvFEUWQSXH6
Huh, I could have sworn I fixed that. I'll correct it soon.
 
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also, the idea that This wasn't supposed to be the true power of an FE Stellar Bastion terrifies me... mean this Bastion already counts for 600K strength rating.
I like it
 
also, the idea that This wasn't supposed to be the true power of an FE Stellar Bastion terrifies me... mean this Bastion already counts for 600K strength rating.
I like it
Yeah, its intended to stand up to late game fleets.

Anyway, I uploaded a fix. Unfortunately, due to how starbases work, the fix won't apply itself automatically to an existing save. The empty slots only seem to fill up when you upgrade a starbase.
 
Mod Updated to 2.2

Changelog:

1.2
Compatibility with 2.2:
- Interstellar Customs Office gives +1 trade collection and protection range, +2 society research and trade value. Requires a commercial pact with neighbor
- Galactic Trading Company, Offworld Trading Company gives an additional +2 trade value to trading hubs

Additions:
- Syndicate Customs Office, gives +1 trade collection and protection range, +4 trade value. Requires Criminal Syndicate civic. Can only be built in systems bordering a country that has one of your branch offices on one of their planets
- Improved Photovoltaics, rare tier 3 tech, solar panels give an additional +2 energy

Tweaks
- Atmospheric Manipulator appears to have been broken by 2.2, has been temporarily removed
 
Mod Updated
1.2.2
Updated for patch 2.2.3
Additions:
- +1 starbase capacity per 200 pops
- Patrol Office, requires Interstellar Enforcement. Doubles trade protection and protection range from the three military modules
- Interstellar Enforcement tech, tier 2 tech that gives access to Patrol Office starbase building
- With Nanite Mineral Probes, Nebula Refineries produce an additional +3 minerals, +1 alloys
- With Multi-Dimensional Analysis, starbase research buildings produce an additional +3 research

Tweaks
- Utilizes Glavius's AI starbase code, if Glavius's AI Mod is active
- Syndicate Customs Office renamed Syndicate Free Haven, gives +8 trade value, +1 protection range, +20 trade protection
- Interstellar Customs Office gives +4 trade value, +10 trade protection
- Cost of Interstellar Customs Office and Syndicate Free Haven increased to 125 alloys (up from 100)
- Trade Hubs give +1 trade value
- Solar Panels give +4 energy (up from +3)
- Hydroponic Bays give +5 food (up from +3)
- +2 piracy suppresion from defense platforms


Bug Fixes
- Space Trading no longer requires a rare resource technology or access to the galatic market to research
- Rewrote the reactor file to make it more compatible with other mods