Stellaris

Stellaris

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[4.0] VF's Buildings
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[4.0] VF's Buildings

在 VFacure 的 1 个合集中
VF's Contributions to Civilization
7 件物品
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-For 4.0 and Beyond! 6 years and counting!-


Compatible with everything! I personally play this with +50 mods. What's not completely new is directly referenced in the vanilla game.

Here are my other mods which will be perpetually compatible because they don't do much. Do check them out. I particularly like these two.

Check out my cool and edgy names mod!

Check out my mod that makes planets look like Uranus!



So, I've been thinking: in Stellaris there's a pretty clear class - or stratum, whatever - divide. Miners mine and be poor, artists art and do ok and administrators administrate and do great. The catch is, if there's anything that modern times have thought us is that our situation (resource-wise) was never been better, and the people that operate the heavy machinery to mine and produce energy do quite well financially. This, amongst other observations - which I intend to point out - , led me to a few more thoughts and I've come to the conclusion that:

Jobs in Stellaris don't make sense.

I mean, in the real world they wouldn't. I mean, in my perception of the real world they wouldn't:

Why would a planet have to reach the equivalent of Earth's population on 2200 just to build a Police Station, a Hospital, some farms and, if you're lucky, a Theatre?

Why do post-industrial species rely on a social pyramid as well distributed as a medieval one, with so few specialized workers?



From my experience, Stellaris, specially when heavily-modded, is a resource management nightmare. You can't supply primary and secondary resources without enough pops to plop down buildings and employ on, and when you do get more pops, everybody suddenly has to eat and have 5 TVs per house. How come folks can't produce surplus as SPACE FARING CIVILIZATIONS?

Planets don't have apparent Infrastructure, nor do colonists, two centuries from now on, have the option to just plug a 3D printer and starting making weapons out of it. Why can't we just assemble some field printers instead of having to wait for a metropolis to grown and then construct a single factory?

Planetary infrastructure and buildings don't grow organically. It's either overwhelming your colony with buildings or letting them stay unoccupied.

Why are there billions of sentient beings, capable of abstract thinking, at any given time in the galaxy single-handedly tending to generators?




I understand these are core game-mechanics, and Stellaris is not to be a 100% accurate fermi paradox breaking simulator as much as a nice number equilibrium generator. It's the purpose it serves and I can respect that, but boy do I want to play it differently.

Considering I'm as much of a deviant as I'm of a good-enough modder, I present to you the logic evolution of my Colonial Buildings mod, the (just) Buildings mod!

Planets should now produce more unity and be more orderly, prosperous, industrialized, economically dynamic and immersive, as you'd expect from a galaxy-exploring society. I personally recommend this playing with a higher tech/tradition cost, as the extra research and unity will make a big difference and make the game rather easier otherwise.



My goal here is to make potential fun in Stellaris arise earlier, and provide an immersive space-faring experience from the get-go. Do not expect having a harder time with this than you'd have with this mod off. That's the whole point, honestly. There are mods out there that make the experience of playing much harder in other aspects, so why not making resource managing less painful while dealing with FEs on 2250?

All buildings in this mod are gated behind technology unlocks, but you can get them auto-researched for all empires via a start-game event; which can be manually fired through the command "event vfb.1". Most buildings are in T1, except for those requiring advanced strategic resources (Dark Matter, Nanites, Living Metal, Zro), which are in T5 and require their respective station harvesting techs beforehand.

Talking about district requirements, all Main Buildings can be constructed in Urban Districts and Ecumenopolis districts. They can also be built in districts logically related to their function; e.g., Ateliers in Mixed Industry and Civilian Industry districts; Beta Bridges in Physics Research, Research Enclave and Archives districts. I was very generous about this when designing them for 4.0. Supplementary buildings (e.g., Thermal Transformers, the Advanced Resource buildings, etc) are limited to their respective rural districts and their research equivalents (e.g., Meteorite Mills in Mining Districts, Mining Support Districts or Engineering Research districts), plus Archives and Research Enclaves. You cannot plop them in Urban districts, same as you can't plop main buildings in Rural Districts.

Stellaris sometimes bugs wrongly showing they can't, but selecting another planet or performing an upgrade usually solves this without the need to reload a save. In fact, planets with both Archive and Mixed Industry should be able to allow absolutely all buildings in these two + Urban, so it's a good opportunity to test if you got the hang of it. I'll see if I add tooltips especifying what districts can have what in the future.

AI is heavily encouraged from using it, and so my tests confirm. I’ve seen that whilst using this mod absolutely no starting empire in the galaxy is running a deficit, and they’re actually doing quite well economically. I think this really helps in general, specially if you’re playing with a mod that really buffs end-game but the AI really doesn’t seem to get there with you.

Doesn't alter a single file, and uses it's own acronyms, so it's omnicompatible with absolutely everything.

Translation to other languages is in progress.

Have fun, you not-XIXth-century-ruler!
热门讨论 查看全部(2)
20
9 月 7 日 下午 2:58
置顶: Feature Suggestions
VFacure
10
8 月 3 日 下午 3:05
置顶: Bugs & Typos
VFacure
129 条留言
EclipseYumm 10 月 28 日 下午 11:35 
@07Gasimli Maybe read the mod instead of mindlessly listening to a chatbot?
07Gasimli 10 月 11 日 下午 2:02 
This needs an update, idk gpt said
WAFFEL E100 10 月 10 日 上午 6:25 
with changes made to things like trade, that building became just one of many examples that could be used by gestalts without problems. so i dont see the logical reason for blocking most of these from use by gestalts
WAFFEL E100 10 月 10 日 上午 6:21 
hello there, i have a question: why are like most of these not usable by gestalts? can you add the option to disable said restriction?
Raccattack 10 月 10 日 上午 2:44 
Very very cool mod but there appears to be a problem preventing the player from building more than one polar installation
黑虎阿芙洛狄忒 10 月 3 日 下午 2:05 
可以更新一下建筑允许的权利制度范围吗?新版机械智能真的需要可以生产泽洛的生物学家
Could you update the scope of authority systems allowed for buildings? The new version of Machine Intelligence really needs biologists who can produce Zro.
Ice_Queen_Kallen 9 月 30 日 下午 7:01 
my bad*
Ice_Queen_Kallen 9 月 30 日 下午 7:01 
I found out that it is working it was another mod that was broken my bday @VFacure
VFacure  [作者] 9 月 30 日 上午 9:47 
Is it not working?
Archivist Grim 9 月 29 日 下午 6:09 
So, I would persume that this needs updating?