Stellaris

Stellaris

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!Core Game Mechanics: Buildings
 
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6.757 MB
Apr 19 @ 4:36pm
Jul 24 @ 2:48am
106 Change Notes ( view )

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!Core Game Mechanics: Buildings

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In 1 collection by ExNihil
CGM Core Collection
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Description
Updated to v2.1.* of Stellaris

Script Based AI Enhancement and Autobuild
This mod includes the first true script-based enhancement solution for Stellaris. The mod contains a highly sophisticated AI enhancement engine that comes on top the vanilla AI weight system. As a result, the AI in this mod is significantly better at construction buildings and developing planets, as well as Starbases. The mod also includes a unique autobuild engine - which the player can configure on a per planet basis.

IMPORTANT: Please read the pinned discussion for more details on this and compatibility.

Recommended Mods
We highly recommend running this mod alongside:
  • CGM: Planets Enhanced - adds a huge amount of optional content and advanced galaxy configuration.
    EUTAB: Adding great ethic unique buildings and technologies from Dumuzii - who also did a lot of the great sprites of this mod. OR the EUTAB: Vanilla Replacement mod - which makes vanilla look as great as this mod.

Mod Content
1. Integral autobuild functions - using a unique engine for this mod!
2. A deep overhaul of the vanilla building content, but this is a completely optional feature: You can turn this on/off using a mod menu. That is, you can choose to play with the vanilla buildings and vanilla building stats, or to play with overhauled building stats.
3. A complete rework of the vanilla resource buildings. Again, this is an optional feature – you can choose to play with the vanilla buildings, or to play with the reworked resource buildings. All in all, the mod adds 25 new buildings to the game, with 25 new unique icons. You can see the images above.
4. Direct build of high tier buildings (you can directly build mining network 3 for example instead of upgrading from 1). But again, this is an optional feature – you can turn it off at your discretion.
5. A menu that allows you to configure building costs and building speed. Again – an optional feature, you don’t have to use it, but if you do want some or all buildings to cost more, you can do this, or of course do the opposite.

For a changelog, please refer to this document[docs.google.com].

List of Supported Mods
This mod also has full and integral synergy with other major mods. This synergy is achieved using API effect files stored in those mods. As a result, the AI is able to recognize mod content introduced by those mods. Furthermore [/u]this mod extends autobuild functions to many other mods[/u]. For example, with this mod active the AI fully recognizes the impact of Guilli’s planet modifiers when developing planets and autobuild uses Alphamod's special buildings. Please refer to the List of Supported Mods - which is regularly updated.

Notes on Compatibility
  • Fully compatible with Origin Civics.
  • Fully compatible with Glavius' AI Megamod and Annex's Enhanced AI
Localisations
This mod has full localisations for the following languages
  • English
  • French - many thanks to Aven
  • Portuguese - many thanks to Lex
  • German - many thanks to the Kru
  • Russian - many thanks to Violent Beetle and «(PeGaS)»
  • Chinese - many thanks to Breloom1994

All other european languages have the English localisations available for them.

Important Notes
(a) If you are using Mac OS X - for some reason when u start a new game with this mod and CGM: Buildings there is a CTD after day 1. Until I resolve this issue - start the game only with this mod. Then load CGM: Buildings after 1 month time. This should cause no issues at all - and your building will be converted depending on the setting you choose.
(b) It is 100% savegame compatible – you can load it into an existing save without issue.
(c) The mod’s menu will open only for the game’s host when playing MP, if you are playing SP then there is of course no issue. You can fire it at any time using a country edict, or you can install Had’s excellent Mod Menu.

Please report any bugs or issues – either in the comments below or on our discord server.

GL and HF!

[discord.gg]
Popular Discussions View All (5)
26
Aug 8 @ 12:26am
PINNED: Compatibility, Overwrites and Modding Info
ExNihil
10
Jun 28 @ 5:15am
PINNED: List of Supported Mods
ExNihil
10
Aug 21 @ 9:09am
Full Automated Construction not proccessing on colonies
1000 Gibibit
< >
1,300 Comments
Gratak  [author] Sep 19 @ 10:11am 
This mod does not do anything about colonization. CGM Planets does, yes. But since I was basically not part of the development of that mod I can't help you there. And I currently have no contact with ExNihil. The co-developers of CGM Planets might help you though.
zeusuz Sep 19 @ 4:47am 
I have a problem with AI colonization system (same like Lionin). It's 2306 year and all AI players have colonized only 3 planets each. I think problem is with this mod, cause when I use only CGM mods without others problem still exists. But when I use other mods except GSM planets enhanced and buildings - AI colonizes great.
It's sad cause I like your mod. Do you have any suggestions how to solve it?

installed mods:
GCM - buildings,
GCM - planets enhanced
Real Space 3.1, Real Space Stellar Expedition, Real Space Astrogeology
Gigastructural Engineering and more
NSC2 ships
Gratak  [author] Sep 14 @ 3:58pm 
On a new game start or when you activate in an old one. If on new game, try activating the mods after a month has passed
DriveBreaker Sep 14 @ 2:54pm 
No, I am using Windows 10.
Gratak  [author] Sep 14 @ 8:06am 
@DriveBreaker. Are you using MacOsX? If so, see important Notes (a). Otherwise, I never heard of that problem.

@Lionion: I have never been able to reproduce a problem with colonization with this mod. CGM Planets did have the problem at some point but afaik that has been fixed.
DriveBreaker Sep 13 @ 2:34pm 
Even with the patch, the game freezes and never recovers.
DriveBreaker Sep 13 @ 2:33pm 
For some odd reason, when running Stellaris with the GCM mods (either of them or both) and NSC, the game freezes on the second day and never seems to recover.
Lionion Sep 12 @ 7:45pm 
Hi, I've been palying Stellaris with Real Space, Planetary Diversity and CGM lately. I've noticed the AI is having trouble colonizing and expanding their empire even on captain and higher difficulties. I was wondering if it might be your mod. I've already checked with the other authors, and I wanted to ask you what might be causing this and how this can be fixed.
Gratak  [author] Sep 11 @ 12:44am 
Thanks. Though at this point I have kind of given up trying to find the reason for this. Atm I could not even update the mod as ExNihil is away (since quite some time). If the message appears very often, you might want to consider turning of the AI autobuild. I prevent a CtD with the check that creates this message but it does cost some performance if it happens a lot.
moonandstar99 Sep 10 @ 6:58pm 
Just something I noticed in my game.log:
[00:27:33][effect_impl.cpp:17817]: [2329.10.1] Log command triggered from effect in file: events/cgm_ai_routines.txt line: 377. Emergency break of cgm buildings automated construction for Bebaki League. Possible infinite loop detected. Unless you have instant build active, please report this (on Steam or discord).