Stellaris

Stellaris

[DEPRECATED] Upgrade Primitive Buildings
18 Comments
Holgast  [author] 7 Jan, 2021 @ 1:43pm 
Doesn't need to update, per the title and description this has been included in the game for the last four years.
Anthony Elanga 7 Jan, 2021 @ 5:29am 
update
kinngrimm 5 Dec, 2016 @ 4:04pm 
i don't mind Paradox taking good idears like this into the base game. Perhapst Paradox then should give also credit to those who made these changes in the first place.
King Lemming 5 Dec, 2016 @ 3:58pm 
As mentioned, PDX rolled this into the base game. Welcome to the club of modders who can deprecate features (or the entire mod in this case). :)
Holgast  [author] 5 Dec, 2016 @ 3:44pm 
@the1sean: Whoa, really? That's rad. I haven't played much lately, so I'll have to try it out for myself or just mark as deprecated if others can confirm.
Raider1 5 Dec, 2016 @ 2:37pm 
It looks like Paradox added your mod's functionality to the base game. Well done!
Holgast  [author] 24 Oct, 2016 @ 8:24pm 
Whoops. I did update this to 1.3 but I never got around to uploading it as I was busy with other work, then forgot. Will do so soon.
kinngrimm 24 Oct, 2016 @ 11:53am 
pls update to 1.3
Crusader Vanguard 29 Jun, 2016 @ 9:46am 
@Holgast - It's okay, we've all had those, and I appriciate you clearing that up. I've resubscribed. Thanks.
Holgast  [author] 29 Jun, 2016 @ 3:29am 
@Crusader Vanguard: I'm an idiot. I confused the names for Clarke and Asimov. The 1.1 version said it was Asimov compatible, but Asimov is 1.2. Now it actually is Asimov compatible because 1.2 is actually out. I'll change the description now to clarify that.

That said, it is 1.2 compatible.
Holgast  [author] 29 Jun, 2016 @ 2:37am 
@Crusader Vanguard: Hi, see the description, it says 'Clarke Compatible' :)

That said, when I put through the update, there were some issues with connecting to Steam Community, so I'll put it up again just in case.
Crusader Vanguard 28 Jun, 2016 @ 4:47pm 
Is this updated to patch 1.2?
Deon ☣ 12 Jun, 2016 @ 8:15am 
AFAIK there is no micromanagement saving. Replace button acts in a similar manner to upgrade, so you do not have to press anything extra.
kinngrimm 4 Jun, 2016 @ 5:44am 
So basicly it safes some key strokes, so you do not have to demolish/erase the primitive structures and then build the basic version of the structure chains. Nice! I love less micro and good GUI options. Keep going, i want more like this :)
Holgast  [author] 27 May, 2016 @ 5:45am 
@gorillacakes - you mean before you infiltrate/uplift them? Probably not. Your basic buildings come from space age technology, so I doubt the non-FTL-capable species would have the knowledge to make them.
gorillacakes 23 May, 2016 @ 8:23am 
@Holgast A great addition, thank you! Would you consider enabling primitive species to build these lower tier buildings themselves?
Holgast  [author] 18 May, 2016 @ 5:25pm 
@Endovior: It only enables upgrading and doesn't affect AI.

You can replace those buildings, but it seemed more intuitive to me to be able to 'upgrade' your new subjects' infrastructure with your technology. Being able to improve the output of a tile for the same resource with 'replace' would probably be overlooked, and one could make the assumption that you can only switch to outputting a different resource. I felt it was an omission that you can't incorporate what's already there and improve it. Having that upgrade arrow is also a more obvious indicator that 'I can improve what's on this tile'.

For RP reasons, it appears better to say 'We're going to use our technology to improve what you already have' rather than 'we're going to tear down all your productive buildings and put new ones there.'

Basically: Yes, but I felt being able to upgrade was more intuitive, makes more sense, and is more obvious an option.
Endovior 18 May, 2016 @ 10:45am 
Er, can't you just replace primitive buildings? Why does there need to be an explicit upgrade chain? Is this a sector AI patch?