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Build Upgraded - Direct Construction of High Tier Buildings
File Size
0.028 MB
Nov 16, 2017 @ 5:15am
May 24 @ 12:41pm
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Build Upgraded - Direct Construction of High Tier Buildings

In 1 collection by Gratak
Gratak's Mods
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updated to Stellaris 2.1: Pretty minor update from Stellaris side. I added a major change in how the mod works though. Increases compatibility strongly. Thanks to ExNihil for the idea on this.

updated to Stellaris 2.0. All building changes included. If you want to finish your 1.9 game or don't like to update: Stellaris 1.9. Version has been uploaded: Build Upgraded (1.9 locked) - Direct construction of high tier buildings

Reworked Building Mechanics
Instead of always having to start with the lowest tier and then upgrade them, this mod will allow you to directly construct the highest tier building that is currently available on the planet of each building branch. All other tiers are hidden to keep the building interface as tidy as before.

The costs will be the sum of all upgrade costs you would usually have to do in order to reach this building. Building time is slightly reduced compared to the sum of the upgrade building times.

The mod leaves all vanilla building prices unchanged, except that upgrading from T0 (for example Basic Mines) to T1 is now actually cheaper than directly building T1.

Modding Resource
This mod is created via a python script. It parses the vanilla building files and creates the "Build Upgraded" versions from them. The same can be done with buildings from mods! To enable you to do this I've created a graphical interface to use the script (Python version and a standalone executable available. The standalone should run the scripts without any requirements you need to install). You can download it here[].

Small Tutorial:
1. Start the GUI and go to "createUpgradedBuildings" tab.
2. "Add file(s)": "Stellaris/common/buildings/00_buildings.txt" (unless you have no dependence on vanilla buildings at all, not even capital building requirements. Check "Helper file". Contents of such a file will be used, but the buildings wont be output.
2b. If your buildings depend on any other buildings (other mods, other vanilla buildings): Add them the same way.
3. Add all building files of the mod you want to make compatible. Do *not* check the "Helper file" checkbox
4. In "Options", set a output folder, mod name and check "load order priority" and "join files".
5. Convert All

This mod will work with all default Stellaris languages. All added localization files are just links to the according language. The script can additionally add links for any language you desire.

Savegame compatible: Can be added during a game as buildings are only added. If the mod removed during a game, all direct built buildings will probably disappear.
Mod compatibility: Should be compatible with any mod that does not change buildings (or the usage of buildings in triggers). Can be made compatible with basically any mod using the python script.

Compatibility Patches
Updated to 2.1:
Build Upgraded - Autobuild Comp. Patch(AutoBuild)

Still 2.0 (both mods not updated to 2.1 yet)
Build Upgraded - Ancient Buildings: Comp. Patch (Buildable Ancient Buildings)
Build Upgraded - Novus Orbis Comp. Patch(Novus Orbis)

Standalone 2.1:
Core Game Mechanics: Buildings: This mod includes Build Upgraded as an option that is active by default.
Use this mod for Ethos Unique Techs and Buildings as it offers better compatibility.

Matching mod suggestion
For even more comfort with the remaining upgrading: :::Untedious Upgrading::: by Waesche is compatible with this mod. Can highly suggest you to use it alongside. Comp patch no longer needed!
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Gratak  [author] Oct 12 @ 4:14pm 
It does not. Works as intended when I test it. You must have somehow activated the flag that activates the display of all buildings. IIRC, Hads autobuild sets it temporarily and CGM buildings should have the option to permanently enable it.
Trigger Oct 11 @ 7:38am 
i think the mod may need a fix its showing all the lvls of buildings
Gratak  [author] Jul 1 @ 1:16pm 
well we offer comp in cgm buildings and I got quite a bit of maintaining to do there. Not really wanting to add more here.
Cpt. Kirk Jul 1 @ 12:17pm 
Gratak  [author] Jul 1 @ 11:29am 
Cpt. Kirk Jul 1 @ 10:53am 
this mod compatible with glavius ai ?
Gratak  [author] Apr 21 @ 1:14am 
Indeed xnadu. Forgot. Thanks for reminding me. Updated the link and description.
Tyler Apr 20 @ 8:46pm 
hey sorry for not responding to your earlier msg. just got the notification. And yeah its fixed if you hadn't already figured out by now
xnadu27 Apr 20 @ 7:26pm 
You should link the new Core Game Mechanics mod, as it also integrates this mod (obviously you know that)
Gratak  [author] Apr 1 @ 2:27am 
Actually... Could you try if the problem is solved? I've just rerun by script over the trigger file (and uploaded it) and they seem to have indeed added something with respect to traders that I hadn't noticed before.