Stellaris

Stellaris

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More Cosmogenesis Buildings
   
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Updated
210.282 KB
4 Jul @ 4:08pm
13 Jul @ 11:18am
4 Change Notes ( view )
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More Cosmogenesis Buildings

Description
Adds 4 New Cosmogenesis technologies unlocking the ability to construct unique and powerful Fallen Empire buildings

Technologies
Arcane Administration
Requires Galactic Administration and Cosmogenesis Level 4
  • Grants an extra civic slot
  • Unlocks a higher tier "Arcane" capital
    • Arcane Palace for Individualist Empires
    • Arcane Control Center for Machine Intelligences
    • Arcane Nucleus for Hive Minds
    • Resort Palace for Resort Worlds
  • Upgrading to an Arcane capital requires 80+ pops on a planet (50+ for Resort)
  • Unlocks all building slots on a planet

Required to unlock the other 3 new technologies

Transcendent Space Habitation
Requires Advanced Space Habitation (Level 3 Habitats)
  • Provides an extra district to habitats
  • Acts as an Arcane Capital for habitats
  • Unlocks all building slots on a habitat

Phased Empyrean Shrine
Requires Quantic Administration Processes (Level 2 Cosmogenesis Administration)
  • Can only be built on planet with an Arcane Capital
  • Produces 100 Unity, 50 Society Research, and 10 Zro
  • Provides 6 Telepath Jobs (if empire has the appropriate tradition perk)
  • Provides 3 Augur of the Shroud jobs (boost Empire unity production)

Master Archive
Requires Transcendental Innovation Department (Level 2 Cosmogenesis Labs)
  • Can only be built on planet with an Arcane Capital
  • Produces 100 of each type of research
  • Provides 6 Science Director Jobs (or 12 Brain Drone Jobs for Gestalt Empires)
  • Provides 10 Archivist Jobs (increase research speed and provide research points)

Languages

Mod Compatibility
Supported by The Merger of Rules (Recommended if playing with other mods)
Compatible with Gigastructural Engineering and Ancient Cache of Technologies

Mod Overwrite Details
Overwrites the following buildings:
(These are only overwritten to allow them to upgrade into the new buildings)
building_system_capital
building_machine_system_capital
building_hive_major_capital

building_hab_system_capital
building_resort_major_capital

building_system_capital_nanotech
building_machine_system_capital_nanotech


Additionally overwrites the following scripted triggers:
has_upgraded_capital
has_major_upgraded_capital
has_fully_upgraded_capital
just_researched_fe_tech



Disables Achievements
10 Comments
AFGHAN PSYCHO 23 Jul @ 12:55pm 
Hello, I finally got time to investigate the issue. Turns out it was this updated version of Twink's playable fallen empires that is causing the issues. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3192669817 Its pretty proken.
Thanks for the help.
Fresh_Limon 23 Jul @ 3:33am 
Hi, I have translated your mod into Russian
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3293088546
Jenkles  [author] 18 Jul @ 10:49am 
@AFGHAN PSYCHO

I've had a look through the mods you mentioned, and from looking through them, the only mod that actually makes any changes to the Cosmogenesis Buildings is ACOT, although it doesn't make any changes that would make them impossible to build from what I can see

ACOT does change them to require Dark Matter to build maintain them (and the ACOT resource Dark Energy to maintain the upgraded version), but if you have Dark Matter, I'm not really sure what could be causing this problem, as none of the other mods I've looked into (including this one) even touch the Cosmogenesis Buildings

I'm not sure if this information will help much, but I hope you're able to resolve the issue!
AFGHAN PSYCHO 17 Jul @ 8:54pm 
I don't know where else to go, so I'll ask it here. Are there any potential mods that conflict with cosmogenesis buildings? Getting an error where several of the cosmogenesis buildings can't be built such as the nourishment complex, Empyrean Dome, Deluxe Mansion, etc. Load order is Giga, ACOT, ACOT: SBTG, Beyond the Shroud, this mod, The Abyss Contract , etc. They were working before, and I haven't changed anything.
Inny [The Merger] 9 Jul @ 4:40pm 
Thanks, I appreciate these triggers, they make my job much easier.
The Merger of Rules got you covered for your overwritten triggers.
Jenkles  [author] 6 Jul @ 10:14am 
@Inny [The Merger]
Of course! This is a great idea I'll put it in right away and have this ready for the next update
Inny [The Merger] 6 Jul @ 6:33am 
Hi, can you please add a couple of scripted triggers for compatibility?
has_more_cosmo_buildings_mod = { always = yes }
mcb_just_researched_fe_tech = {
OR = {
last_increased_tech = tech_fe_shrine
last_increased_tech = tech_fe_archive
last_increased_tech = tech_fe_capital
last_increased_tech = tech_fe_habitat
}
}
Thanks!
Destwin 6 Jul @ 5:39am 
Would be nice to have infinite merchants on the resort world, so I'd appreciate if you could do that.
Jenkles  [author] 5 Jul @ 3:45pm 
@Destwin
Currently, there is no available arcane capital upgrade to the Resort World Capital, although I could work on that add that with an update to the mod if that sounds good
Destwin 5 Jul @ 12:45pm 
Does this work for resort world designations as well?