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James Fire's CGM Ancient Buildings
   
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Apr 26, 2018 @ 3:41pm
May 5, 2018 @ 5:33pm
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James Fire's CGM Ancient Buildings

Description
Unfotunately, I am unable to regularly keep this up-to-date.

If anyone wants to update it, you can. I would also request that you send me the files that were fixed so I can fix this version.

This mod is an add-on to CGM Buildings that adds Fallen Empire tier buildings to the end of the tech tree. This will not work without it.

Currently, only the basic resource buildings are functional. (Energy, Minerals, Food)

Science Buildings are planned, plus upgrades to the Megastructure node buildings. We also don't currently have direct build capability. Those will be coming soon.

These are only allowed on your capital, ringworlds, and Gaia/Machine worlds until you research a very expensive tech.

FE upgrade to mining complex. Total production is 4 plus 2x the tile.

FE upgrade to manufacturing complex. 10 minerals

FE upgrade to hydroponics. 10 food

FE upgrade to the Economic District. 10 energy

FE upgrade to Biofuel Plant. Total production is 6 plus 2x tile food.

FE upgrade to Isotope Refinery. Total production is 4 plus 2x the tile.

FE upgrade to Farming Complex. Total production is 4 plus 2x the tile.

The Empire Capital Complex has an energy boost once you research the power tech, as does the Planetary Capital, Habitat Capital, and Galactic stock exchange. (Plus the Machine equivalents)
52 Comments
James Fire  [author] May 21, 2018 @ 8:03pm 
Unfotunately, I am unable to regularly keep this up-to-date.

If anyone wants to update it, you can. I would also request that you send me the files that were fixed so I can fix this version.
Küken May 11, 2018 @ 2:14pm 
I had the problem that after researching your technologies I couldn't build any CGM building of that ressource anymore (and some other stuff. I disabled some stuff that added buildings but I only was able to build normally again after disabling this addon ... my guess would be that your mod doesn't work when one uses it together with one of the patches CGM provides for some other mods but I'm not really sure, just wanted to report this ...
James Fire  [author] May 10, 2018 @ 1:12am 
I remember now. I did fix that thing. I didn't upload because I needed to fix everything else too. the base CGM changed the ai stuff for every building, and I need to update to reflect that.
bwill May 10, 2018 @ 12:52am 
Looking at the timestamps I think it might be that you didn't upload
James Fire  [author] May 10, 2018 @ 12:43am 
grumble grumble

I'll look. Maybe I did fix and didn't upload.
bwill May 10, 2018 @ 12:40am 
Last night
James Fire  [author] May 9, 2018 @ 10:44pm 
I thought I fixed it when he told me.

You just had this problem today?
bwill May 9, 2018 @ 8:24pm 
I'm having the same problem as @Cog117. It's just the top tier economic district and isotope refineries. Also Betharian Power Plants won't build either. All the other buildings can be built just fine.
James Fire  [author] May 5, 2018 @ 9:47pm 
My mod does not touch the energy nexus. That is a problem elsewhere.

The other 2 are touched (Only the highest level), and I will look into it.
James Fire  [author] May 5, 2018 @ 9:45pm 
I think ExNihil changed some flags taht I haven't fixed yet. Working on it.