Stellaris

Stellaris

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Building Adjustments
   
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2020 年 2 月 3 日 上午 12:22
2023 年 3 月 15 日 上午 2:41
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Building Adjustments

描述
Compatible with Stellaris 3.7.x

[ ] = Modder Commentary


Planetary Shield Generator:
- Soldier/Warrior Drone jobs 0 -> 1
- Upkeep is variable depending on situation:
1, no bombardment
20, selective, pox, or raiding bombardment
25, indiscriminate bombardment
30, armagedon bombardment
[The soldier job gives the building some benefit when not under bombardment while not encroaching on the role of the Stronghold. The variable upkeep keeps it from being a drain on the economy in peace time]

Betharian Power Plant:
- Technician jobs 4 -> 6
- Build cost 200 -> 400
[If someone is lucky enough to have this deposit on a planet, they should receive more of a benefit]

Bio Reactor:
- Energy produced 20 -> 40
- Food upkeep 25 -> 50
- Build cost 200 -> 400
[Took up too many building slots for what it gave]

Sentinel Posts:
- Hunter-Seeker Drone jobs 2 -> 3
- Build cost 400 -> 600
[These buildings are needed on higher density gestalt worlds, but someone shouldn't have to spend too many building slots on them]

Expanded Exotic Gas Refineries, Chemical Plants, Synthetic Crystal Plants:
Building upgrades to the SR manufacturing buildings. They require no extra technology. Their icons have tier numbers to match BFNoise's Tier Numbers: Buildings mod. The event building "Kha'lanka Crystal Plant" has been changed to a tier 3 upgrade.
- Jobs 2
- Build time 600
- Build cost 500
- Upkeep 6
[Making them more building slot dense gives a bit more freedom in how planets can be built. This also allows the refinery world designations to potentially be more useful given a more reasonable job density]

Nanite Transmuter:
- Exotic Gas, Volatile Motes, and Rare Crystals produced 2 -> 3
[Only a couple of nanite deposits exist per galaxy]


Black Hole Observatory (Starbase Building):
- Physics research produced 15 -> 20
- Additional Unchained Knowledge resolution 2 physics research produced 15 -> 10
[Less dependent on the Galactic Community]

Curator Think Tank (Starbase Building):
- Research of each type produced 5 -> 15
- Added 1 consumer goods upkeep (2 minerals for hive minds, 2 energy for machine intelligences)
[Was too weak for a unique building]

Art College (Starbase Building):
- Unity produced 10 -> 20
- Added 1 consumer goods upkeep (2 minerals for hive minds, 2 energy for machine intelligences)
[Was too weak for a unique building]

Hyperlane Registrar (Starbase Building):
Is obtained with the Hyper Drive II tech and instead provides the following bonuses:
- Hyper Drive Windup Time -50% (7.5 days)
- Jump Drive Cooldown Time -50% (only applies when jumping into the Registrar system and staying there for full duration of recharge. Otherwise the timer jumps up by 100 days)
- Jump Drive Range +30%
- Disengagement Chance +20%
- Sublight Speed +20%
- Upkeep 2 -> 4
[I was disappointed that Paradox gave up on this building in 2.6 and instead changed its entire purpose. This is my try at making it useful and interesting.
The jump drive bonuses keep it relevant late game when its hyper drive buffs start to be wasted. You can even set up an island chain of these to jump across as a lesser (but cheaper) alternative to gates]

Offworld Trading Company (Starbase Building):
- Added +1 trade collection range
[Adding on the Hyperlane Registrar's previous effect makes it worth using as more than a filler on trade starbases. Nothing more needs to be done]

Trader Proxy Office (Starbase Building):
- Allowed to be used by gestalts
- For gestalts, provides 5 energy instead of 5 trade value with Unchained Knowledge resolution 3

Solar Panel Network (Starbase Module):
- Allowed to be used by non-gestalts once one day has passed
[It replaces the starting trade hub otherwise. If someone knows a more elegant solution, I would appreciate it]
- Energy produced 6 -> 8
- Additional Unchained Knowledge resolution 2 energy produced 6 -> 4
[Less dependent on the Galactic Community]


Regarding Annatar's Real Space Mod:
- Allowed Black Hole Observatory and Matter Decompressor to be built around microquasars
- Also allowed Matter Decompressor to be built in systems with habitable worlds (e.g. Rogue Worlds from Planetary Diversity)
- Restricted Solar Panel Network from being built around microquasars


Compatibility information for this mod can be found in its thread below.
热门讨论 查看全部(3)
1
2023 年 3 月 3 日 下午 3:17
Compatibility with Sort Those Buildings
forbiddenlake
0
2020 年 4 月 12 日 下午 9:50
置顶: Bug Reporting
Everfar
0
2020 年 4 月 12 日 下午 9:47
置顶: Compatibility Information
Everfar
13 条留言
forbiddenlake 2023 年 5 月 20 日 上午 10:42 
3.8 status (before any update)- should be fine.

building_planetary_shield_generator now has can_be_ruined in vanilla. building_sentinel_posts has a couple more AI restrictions.
Peter34 2023 年 1 月 1 日 下午 6:34 
Thanks for updating, but I don't think this mod does enough for Alien Zoo and Betharian Power Plant. Even just adding +1 Stability to an Alien Zoo, and +5% Energy Credits from Jobs to a Betharian would do a lot to "heighten" them to the point where they're exciting to find.
Amanfreed 2022 年 5 月 20 日 下午 5:07 
Any chance of an update?
Peter34 2022 年 2 月 4 日 上午 2:24 
Can you add a small boost to the Gene Clinic and Cyto Clinic, to make it viable, please?
Peter34 2021 年 10 月 16 日 下午 4:44 
I'm getting a choice of 2 seemingly identical Planetary Shield Generators to build. I suspect the bug is caused by this mod...
Peter34 2021 年 10 月 14 日 上午 2:42 
The +1 Trade Collection range from the Offworld Trading Company doesn't seem to happen. At least it's not included in the tool tips.

Also, I am able to construct Autochton Monuments in my Resort World. Is that supposed to be possible in vanilla, or is it a bug caused by this mod?
Vivaria—In Vivo 2021 年 6 月 23 日 下午 3:21 
Hello! I couldn't help but notice that your mod is not actually utilizing the vanilla refinery settings, as I was experiencing a conflict with another mod effecting refinery buildings after adding your.

Reading your previous comment it would seem to indicate the changes were only reverted for deposit buildings, and not the general refinery buildings as well, yet I found there were changes in the deposit buildings file as well. I am not sure if they were left unintentionally, or just left with vanilla stats inside of the mod folder. I removed the entries for all refinery buildings to eliminate the compatibility issues I was experiencing, however I wanted to bring it up as a possible bug or otherwise something unintended.
Everfar  [作者] 2021 年 5 月 4 日 下午 11:43 
As a heads up, due to the lower need for strategic resources in the current version of the game the gas, mote, and crystal deposit buildings have been reverted back to vanilla. They will have a much reduced cost, build time, upkeep, and most pertinently to your economies only one job instead of two. Sorry the disruption.
Everfar  [作者] 2020 年 5 月 17 日 下午 12:33 
About NSC, I took a quick look and the only overwrite conflict regards the solar panel network tech. This mod must be loaded after NSC or the solar panels will be restricted to gestalts. NSC doesn't actually change the tech from vanilla, but it for some reason overwrites the entire engineering tech file.
K0rruptedYouth 2020 年 5 月 17 日 上午 6:05 
Looks interesting! I'll see how it plays with NSC.