Stellaris

Stellaris

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!Core Game Mechanics: Buildings
 
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6.757 MB
Apr 19, 2018 @ 4:36pm
Jul 24, 2018 @ 2:48am
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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, 2018 @ 12:26am
PINNED: Compatibility, Overwrites and Modding Info
ExNihil
14
Nov 6, 2018 @ 10:45am
Full Automated Construction not proccessing on colonies
1000 Gibibit
10
Jun 28, 2018 @ 5:15am
PINNED: List of Supported Mods
ExNihil
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1,344 Comments
Ranger Jan 10 @ 4:19pm 
I can't wait to see this mod updated! It seriously feels like my game hates me without it.
{DBD} Misledzach Jan 3 @ 11:59am 
I cant wait to see my favorite mod updated. Take as long as you need and thank you for all the previous versions :)
Gratak  [author] Dec 20, 2018 @ 12:39pm 
See my previous post(s)
SuNseT`gReeN Dec 20, 2018 @ 12:18pm 
Will you update the mod to 2.2?
Gratak  [author] Dec 14, 2018 @ 4:39am 
@all:
Please support the plea for reintroduction of the "start building construction" command to Stellaris:
https://forum.paradoxplaza.com/forum/index.php?threads/suggestion-request-dear-devs-pls-return-add_building_construction-command.1134502/
Gratak  [author] Dec 13, 2018 @ 11:37pm 
Feel free to join the "Stellaris Modding Den" discord channel (invite link see above). We have a channel for the cgm mods there where we can discuss more.
HorrendousRex Dec 13, 2018 @ 10:09pm 
2.2 needs this so bad, the 'sector AI' somehow managed to get _worse_. I'd like to offer to help, I think I've found an optimal build strategy that generalizes to any empire type. It's complicated with a bunch of break outs depending on various critical resource shortages, etc., but I think it's comprehensive.

Send me a message if you'd like to discuss, I'm also happy to lend a hand coding (although I've never worked on Stellaris mods before, but I'm a professional coder so I suspect I can figure it out.)
Gratak  [author] Dec 12, 2018 @ 3:05pm 
Well actually the continuation of the mod first depends on Paradox reintroducing a command to start a building construction. For some strange reason they removed that one :P
Gratak  [author] Dec 12, 2018 @ 10:09am 
Can't promise anything atm. But after my first round of vanilla, it seems a good autobuild is needed at least as much as before 2.2. so chances of me updating this mod have certainly increased.

But it will take quite some time. I basically have to start from scratch.
Woj Dec 12, 2018 @ 1:12am 
This mod is in making of being updated to 2.2 or not? ;) I personally doesn't know this mod before and used Auto Build mod by user Had and this one is on a next level of autobuilding and AI handling empire as far as i can read from description :O