Stellaris

Stellaris

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Extra Buildings - All in One (4.0+)
   
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15 May @ 6:09am
19 May @ 9:30am
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Extra Buildings - All in One (4.0+)

Description
This mod is an update to the original by Thane-Stus, who has indicated they are no longer interested in Stellaris modding work working on an updated version. This is really just a maintenance version of that in lieu of their update. Ideally, I'll rename this into a Habitability building standalone version.

This is a package of all of their original work, updated to work for the system of pops and jobs introduced with 4.0, along with cleaning up some deprecated methods.

Power Plants and Mining Facilities are retained in parallel to the vanilla generic generators and mines, for now; based on feedback, I might override the original buildings to prevent unnecessary redundancy.

Strategic Resource Buildings are updated to match the original, with each tier increasing the output and resource production of metallurgists (subject to balancing); Each building creates 100/300/500 SR jobs and additionally increases the artisan/metallurgist SR output by 1/2/3, increasing the mineral upkeep of said jobs by 2/4/6 (or food at 3/6/9 for the organobots). On the flip side, you can only have one of each base type per planet now.

One new addition to this set, however, are the Habitation buildings - not to be confused with the Housing buildings, these raise the Habitability Floor of planets; since your pops don't grow at all if your planetary habitability is at 0 in 4.0, I noticed a niche demand for such tech and buildings. The requisite tech requires some habitability research itself, and each building has a high cost and upkeep in exchange for 20/40/60 minimum habitability. As a sanity check, a planet will not allow you to build the base building if its habitability is above 60% and obviously limits you to one such building type per planet. Be on the lookout for Society tech unlocking Climate Domes/Complexes/Arcologies.
21 Comments
StefanAoBzh 21 Aug @ 2:48pm 
Is it translated in French ?
Kiithnaras  [author] 5 Aug @ 8:50am 
That's actually good information, I'll look into it
khongodr 4 Aug @ 5:29pm 
In case anyone has an issue of gas refineries not providing jobs, open "common/buildings/ebsr_buildings.txt", find "building_refinery" and its upgrades, and remove the line "exists = owner". This line can stop the building’s effects from running fully if it is placed before the planet’s owner is fully set, which prevents jobs from appearing. At least for me removing it restored the jobs.
秋均 22 Jul @ 8:19am 
Do you have simplified chinese translation?
飒爽的阿斯兰 13 Jun @ 5:43pm 
Do you have simplified chinese translation?
gumbar 29 May @ 11:49am 
thanks for keeping the mod alive
Krahe 26 May @ 3:34pm 
Bit of a conflict with having both vanilla basic resource jobs buildings and mod's
AltoidsMaximus 21 May @ 6:22pm 
Is this compatible with Better Planet View and its submods?
Kiithnaras  [author] 21 May @ 8:25am 
That would be an incredible mod conflict. I can confirm that, even with an array of mods, the buildings do indeed provide their appropriate number of jobs.
46Sora 21 May @ 2:14am 
needs double checking cuz im running quite a few mods but. i don't think the 3rd tier of the gas building gives any gas jobs.
OR if that is by design, the t3 crystal and motes do give 500.