Stellaris

Stellaris

1,346 ratings
Additional Vanilla Buildings
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File Size
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7.260 MB
Apr 16, 2020 @ 1:45am
Apr 26, 2021 @ 1:21pm
32 Change Notes ( view )

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Additional Vanilla Buildings

Description
This mod adds 100 new buildings to extend the vanilla building tree, with the aim of doubling the number of buildings and technologies in a way that is vanilla friendly. Simply the same buildings in the base game, times two. It adds additional tiers beyond what the base game has, now with 6 tiers of capital buildings and 5 tiers of alloy foundries and civilian factories.

About
Many buildings sets have been doubled, and most extended further. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final tier a significant task to research even during end game. The format for upgrading buildings and researching technologies is as similar to vanilla as possible, with many buildings in this mod requiring the 4th tier capital build, making them considerably difficult to attain during mid-game. However this mod should allow empires with high populations to build tall.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of production buildings and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.

Changes
  • Adds 100 new buildings
  • Adds 124 new technologies

Compatibility
  • Overrides buildings with a build limit, such as the Energy Nexus and Galactic Stock Exhcange.
  • This mod implements a system that automatically replaces necessary vanilla buildings with a "dummy" building, instead of overriding any vanilla files. The list of buildings replaced is found here. This should solve most incompatibilities. If you do encounter an incompatibility you can activate a decision that reverts replacement buildings to vanilla buildings. With this you can solve incompatibilities as you play instead of getting a patch made.
  • Save Game Compatible
  • Not Iron Man Compatible

Built-In Compatibility

Patches

Known Issues
  • Techs that are intended to increase the housing district currently do not. Doing so requires overriding vanilla districts.
  • Buildings with a build limit have to override vanilla files and do not use the compatibility system.
  • Tier 2 Deposit building upgrades are disabled. The way the game implements deposits makes this impossible.

Localisation
  • Russian translation by Dr. Jekyll and Mr. Hyde

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Popular Discussions View All (6)
54
Jul 20, 2022 @ 8:21pm
PINNED: Submit a Bug Report
Sam_
34
Dec 25, 2022 @ 7:53am
PINNED: Required Compatibility Patches
Sam_
1
Jan 31, 2024 @ 10:00pm
Machine race issues
Koren Solust
591 Comments
Misterwheatley #Maintaintf2 May 10 @ 2:06pm 
I assume a duct tape fix could be done. Copypaste the new building code adjust the increments and how it interacts with districts. Dunno, haven't played 4.0 myself yet.
193684734 May 10 @ 7:19am 
the mod will be updated on 4.0?
coldball05 May 8 @ 7:40pm 
Does still work on 4.0?
xXThereforeThereforeXx Mar 22 @ 12:27pm 
I never get the prompt to build capitals more advanced than the System-Capital Complex. I can't build these buildings but can research them. Advice?
=L33T 720= Feb 6 @ 9:19am 
is this still working for 3.14?
JBird9003 Jul 5, 2024 @ 1:57pm 
Whenever upgrading the Planetary Capital to a System Capital-Complex, it gets rid of the politician jobs.
Kizuna Mar 5, 2024 @ 8:19am 
Seems like this mod disable my Noble Mansion and PSY building
unnamed4 Feb 21, 2024 @ 4:30am 
doesnt work correctly for catalytic empires
Flying_Squid_999 Feb 4, 2024 @ 5:27am 
GofriWaffles Jan 7, 2024 @ 1:15am 
Ultimate Technologies: Part 2