Stellaris

Stellaris

评价数不足
Building Cap Removal Uncapped
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
68.588 KB
2020 年 3 月 13 日 下午 5:07
2020 年 3 月 14 日 下午 4:48
4 项改动说明 ( 查看 )

订阅以下载
Building Cap Removal Uncapped

描述
WARNING: THIS MOD IS EXTREMELY DETRIMENTAL TO GAME BALANCE. IT *ONLY* EXISTS BECAUSE PEOPLE ASKED FOR SOME ADDITIONAL BUILDINGS TO BE UNCAPPED IN THE BASE, MORE BALANCED, VERSION OF BUILDING CAP REMOVAL. IT *WILL* RENDER THE GAME A JOKE.

Is that warning clear enough? Good. Let's get into this. If you still want some buildings uncapped, but not this level of balance destroying: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1764782339

Exactly what it says on the tin. This mod removes the caps on pretty much all buildings, with these exceptions:
  • Planetary shield generator
  • All rare deposit buildings
  • Event buildings
  • Branch office buildings
Why are those 4 categories excluded?
  • Well, for the Planetary Shield Generator, I didn't want to think about the damage having 2 or more those could do. -100% orbital damage? Risky. So no.
  • Rare deposit buildings is asking for trouble.
  • Event buildings, these are rare and powerful and weren't asked for.
  • Branch office buildings. You're going to run out of building slots before you run out of these.
So, what does this *all buildings are uncapped but actually no* mod do. Well, how about 15 Food Processing Centres on a planet. That's a 30 farmer jobs, with a 375% modifier on production, before any agridistricts. Same applies to Energy Nexuses and Mineral Purification Centres. The research supercomputer, similarly, is uncapped. That research ringworld segment is now... terrifying to contemplate. Autochthon monuments, similarly uncapped and all their tradition swaps are too.

And my personal nightmare; 10 military academies. All armies recruit at veteran level, not experienced.

How will the AI handle this? Poorly. The original version of Building Cap Removal had the AI bankrupting itself building hospitals and machine assembly plants. As such, the AI *should* have a build weight of 0 for all of these buildings after it builds the first. But I may have missed one, so if you see the AI crippling itself by overbuilding something with this mod, yeah, that's one I missed.

As for mod compatability, Building Cap only rewrites the buildings it uncaps. For the original, that was okay, though it did change buildings that other mods did and got rewritten, a lot. That is going to be worse now. If buildings are showing up as capped, either I missed it, or another mod is rewriting the changes Building Cap makes. Adjust your mod order and try running a game with Building Cap Removal only before informing me.
5 条留言
spellmore 2023 年 5 月 20 日 上午 11:01 
wait sorry nevermind
spellmore 2023 年 5 月 20 日 上午 11:00 
so this mod is not gona be updated?
Half Phased  [作者] 2023 年 5 月 20 日 上午 7:18 
This mod is 3 years out of date so it's not surprising that it's stopped working (Mineral purification plant was included in the uncapped buildings).

I have a more up to date version of the regular mod that is working for 3.8 here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2898810762
spellmore 2023 年 5 月 20 日 上午 6:54 
does not work for the mineral purification hub. is that intentional or accidental?
Racistbeard 2022 年 5 月 24 日 上午 4:39 
Doesn't work for Building Cap on Machine assembly plants for me. playing as machines always says Planet limit 1/1