Stellaris

Stellaris

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!Core Game Mechanics: Buildings
 
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6.741 MB
Apr 19 @ 4:36pm
Jun 21 @ 2:51am
98 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.

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) This mod supports all 2+ versions.
(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, using our discord server- the Stellaris Modding Den[discord.gg] or using our steam group.
GL and HF!

[discord.gg]
Popular Discussions View All (5)
3
Jun 18 @ 11:46pm
Concerning (tile, adjancency) bouses that offer multiple types of research points.
Cam!
19
May 18 @ 2:33pm
PINNED: Compatibility, Overwrites and Modding Info
ExNihil
9
May 28 @ 5:24pm
Full Automated Construction not proccessing on colonies
1000 Gibibit
< >
1,032 Comments
Cpt. Kirk 15 hours ago 
Yeah, same issue with this mod + glavius + PD + CGM planets
Ossa 16 hours ago 
I'm using this mod together with planetary diversity and glavius - and the ai seems to expand much more slowly than without this building mod. Even on insane it takes ages to get a few colonies up, and by that time i've settled 5+ systems:/

Does anyone else experience this?
Chris 19 hours ago 
ahh thanks xnadu27
xnadu27 19 hours ago 
It will be fixed later
Chris 19 hours ago 
um is there a reson why i can't build Manufacturing Districts on minral tials as it was usful for ringworlds was able to but now can't and i not changed my mod list
Gratak  [author] 19 hours ago 
@musashi with regard to the generic special resource building: That would not work at all for compatibility:

The "upgrades" part of a building is only a fixed list of buildings, no way to "customize" this.

If we write in all the possible upgrades of all mods, that would lead to error messages for everybody not having all those mod. If we overwrite that in a comp patch, we would be unable to offer compatibility to more than one mod adding resource buildings at a time.
xnadu27 22 hours ago 
It’s alphabetical. Hardcoded too.
Musashi 22 hours ago 
I also would like to ask something. More of a curiosity. When constructing building. how do you decide the order for them to show on the list? Is it customizable in any way? Would be good, for example, to have shown first the empire only building, for example.
Another suggestion for the construction , to avoid systems to build things on resource tiles instead of using specific buildings would be to had generic building that is upgradeable only with strategic resources buildings. That way, you can build a strategic resource reserve as soon as you see the resource, and the ai will be able to upgrade it automatically the building as soon as you discover the technology. And this system would probably work even using other resources mods, giving it a wide range compatibility
Musashi 23 hours ago 
Also, i don't know why, but sometimes planetary capital isn't available as an upgrade option, but only destroying the reassembled ship shelter and rebuilding it....
Gratak  [author] Jun 20 @ 3:29am 
See bug reports below. I fixed it, but cannot upload. Ex will hopefully be able to upload this evening.