Stellaris

Stellaris

Moar Branch Offices
36 Comments
DisturbingLackOfFaith 27 Aug @ 2:40am 
What @solinvictus54 is referring to is that branch office building output scales with the trade value of the branch office, now. Every point of trade seems to add one percent to the building output. If a branch office has a value of 100 trade, branch office buildings have double output.

Also, jobs on the planet relevant to the building (e.g. miners for the mining building) add trade to the planet, and value to the branch office.

On the minus side, the buildings themselves all cost influence.
Risker the 34th  [author] 14 Aug @ 9:04am 
@solinvictus54 trade from the job type on the planet? I’m not familiar with that but I can look into it. I’m currently working on updating the AI weights so that they use the new buildings more intelligently as well as adding some more unity focused buildings.

If you want to check out some of my other mods I have a playlist under the subscribe button 👍
Solinvictus54 14 Aug @ 5:51am 
great stuff, any plans to work in the added trade for branch office building based off how many of that job type on the planet? would love to see more of your work. thx
Risker the 34th  [author] 24 Jun @ 11:13am 
@Hazardous I'm not familiar with any issues for criminal branch office buildings in the mod but the devs did change how branch offices and crime relate to one another in 4.0 so things may be different than one expects during their first playthrough.
Hazardous 23 Jun @ 10:14pm 
Was ShadowSwan's issue ever fixed for criminal branches?
Whatisfetch 9 May @ 2:05am 
Thank you!!
Risker the 34th  [author] 7 May @ 8:37am 
@alijharb Just put one together, and found some bugs in this version while i was doing it. Let me know if you run into any issues.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3477510207
Whatisfetch 7 May @ 1:29am 
Hello, is it possible to include a link for the mod for those still using the rollback before the 4.0 update? Thank you so much, I love your mod.
ShadowSwan115 5 May, 2024 @ 8:34pm 
Also, how to actually build the buildings should probably be clarified a little more in the mod description, as I had to start a new game to use the command console to test how it works
ShadowSwan115 5 May, 2024 @ 8:34pm 
It looks like, (Though I've only tested the mining operations) the criminal megacorp buildings don't produce crime, making them inferior to every building that isn't from this mod, as criminal branch offices will get shut down without crime. They add criminals, which don't do anything other than act as a deficit on the 'host' of the branch office.
Risker the 34th  [author] 1 May, 2024 @ 3:22pm 
@asapas No problem! hope you enjoy the mod!
asapas 29 Apr, 2024 @ 5:56pm 
thanks for clarifying!!! :)
Risker the 34th  [author] 29 Apr, 2024 @ 8:17am 
@asapas there likely have been a few hot fixes since the mod was last updated but it shouldn’t cause any problems for the mod actually functioning in game.
asapas 29 Apr, 2024 @ 6:57am 
Launcher has the yellow exclamation mark saying the mod is for a previous version of the game. Is that the case? Or it is just the launcher sayng this?
Risker the 34th  [author] 19 Apr, 2024 @ 7:01am 
@asapas it shouldn't? I haven't noticed any issues with it while i've been playing in the last few weeks.
asapas 18 Apr, 2024 @ 12:53am 
does this need updating?
FinnishGrillOS 11 Feb, 2024 @ 7:57am 
aahh gotcha. thanks for info
Risker the 34th  [author] 11 Feb, 2024 @ 7:46am 
@FinnishGuy some are locked behind techs, most are locked behind the vanilla building in the chain. Some are locked behind the criminal heritage civic.

The strategic harvesting buildings are locked behind the techs that unlock the refining jobs for that resource. Things like private college are locked behind the vanilla research branch office building and the buildings after that are locked behind the private college. Each resource has a building chain like that.
FinnishGrillOS 11 Feb, 2024 @ 7:31am 
So, are these unlocked throught techs? cause im confused how to get them.
Risker the 34th  [author] 6 Oct, 2023 @ 12:13pm 
@Skill Less It simply means that using mods comes at the risk of bugs or crashes. From everything i have seen in my testing, and the lack of any reported bugs atm, it seems tha this mod is acceptably cooked but for legal reasons the warning must be displayed anyway.
Skill Less 6 Oct, 2023 @ 7:30am 
"Consuming raw or undercooked mods may increase your risk of crashes."

Do you mean this mod or is this a reference to some other mods? ^^
Daan 29 Aug, 2023 @ 11:46am 
Sounds logical, but wasn't sure. Thanks for reply :)
Risker the 34th  [author] 27 Aug, 2023 @ 8:51am 
@gone Megacorporations as a feature are locked behind the aptly named Megacorp DLC, outside of that it shouldn't need anything else. Some of the buildings are tied to civics from other DLCs but the vast majority are accessible with Megacorp.
Daan 27 Aug, 2023 @ 8:10am 
Does this work if I have no dlc?
Risker the 34th  [author] 4 Aug, 2023 @ 5:42pm 
@MYSTERIO Unfortunately no, that is part of the core game so the devs would need to fundamentally rework how branch offices are handled by the engine.
MYSTERIO 4 Aug, 2023 @ 3:36pm 
is there a way to have it so that multiple megacorps can be on one planet
Bluetail 18 Jul, 2023 @ 3:16am 
Came from the Highlights, I brushed over this mod at first before hand but after giving it a through read and look through, I'm highly interested.
Journeyman Prime 15 Jul, 2023 @ 3:20am 
Interesting. I will be analyzing this mod in the near future I think.
Breadroll 14 Jul, 2023 @ 3:57pm 
Criminal heritage buildings
CTH2004 14 Jul, 2023 @ 3:34pm 
what do you mean by "after hours options"?
kwheeler 14 Jul, 2023 @ 3:10pm 
Highlights page sent me. I was not disappointed.
ghosterino 14 Jul, 2023 @ 10:44am 
nice
Kyle Bagel 13 Jul, 2023 @ 10:31pm 
I'm here from the highlights page, gotta say I'm discovering a lot of mods I would have normally missed, great work.
Ovid 13 Jul, 2023 @ 9:28pm 
The day when a Stellaris dev highlights your mod for being cool. That day is today, with the Mod Highlights #3 article.
RedTheKnown  [author] 19 May, 2023 @ 3:58pm 
nice