Stellaris

Stellaris

53 ratings
Expanded Buildings Mod
   
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597.149 KB
Oct 4, 2023 @ 11:04pm
Sep 12 @ 4:16am
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Expanded Buildings Mod

Description
In Andromeda (3.12.*), Paradox significantly expanded and reworked Fallen Empire buildings, adding a ton of new buildings in two tiers but locking them behind the Cosmogenesis crisis tradition. As a result, the Expanded Buildings Mod has also been reworked and revised so that the 3.12 Fallen Empire buildings are now Tier 4 and Tier 5 of the regular building tree and accessible to all empires without taking Cosmogenesis. They still work for the crisis path, of course, which now simply guarantees the requisite technologies rather than having to wait for them to roll.

Several additional buildings have been added to fill out the tech tree, including Tier 2&3 Hydroponics Farms and Resource SIlos, the Nanite Fabrication Facility (which produces nanites) and the Singularity Core (which produces dark matter).

The mod also features new Empire uniques. These tend to provide powerful [non-gestalt] empire-wide effects at the cost of increasing job upkeep.
- The Ministry of Energy
- The Ministry of Agriculture
- The Ministry of Extraction
- The Ministry of Transportation
- The Ministry of Truth
- The Ministry of Defence
- The Ministry of Intelligence
- The Ministry of Security
- Army HQ
- Starfighter Command
- Military-Industrial Complex
- Galactic Affairs Office/Office of the Custodian/Imperial Administration
- Federation HQ/Federation Affairs Office
- Ministry of Peace/Ministry of War
- Rebel Base **CLASSIFIED**

For this mod to work, there have been significant changes to vanilla buildings and technologies. This mod may not play well with other mods that alter those categories.

If you want to use the empire-unique ministry buildings without changes to core game files, you can use this fork mod here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3227078923
21 Comments
communista  [author] May 27 @ 5:18am 
Fixed!
Faber May 27 @ 4:54am 
Firstly I want to say this is a great mod -- I love the addition of empire ministry buildings. I'm having an issue with the class-3 / 4 singularities in my game, however. I'm able to build nourishment complexes and quantum drilling plants by upgrading agri-complexes and mineral purification plants, respectively, but no upgrade option appears for the energy nexus, and I can't build the class-3 singularities straight up. Not sure if it's a mod conflict (the only mod that might interact that I'm currently running is Guilli's planet modifiers) or a separate issue.
Netrum May 23 @ 2:35am 
Limiting ancient refinery to one per empire is brilliant! It was way too easy to have insane amounts of gas, crystals, etc
communista  [author] May 22 @ 3:40am 
Since quantum drills, for example, are upgrades from mineral hubs, they are limited to one per planet. Like hubs, they also boost the output of other miners on the planet.

That seems fair to me - in a test playthrough I was seeing 5k+ minerals in late game with only a handful of quantum drills, which is more than you'll ever need.
Jane May 22 @ 1:12am 
kinda sad i can't build multiple Quantum drilling but great mod ngl

still wish i could build more like when i picked cosmo genesis any chance we get to see that?
Netrum May 20 @ 2:07pm 
Ohh just the kind of mod i was looking for!
Thank you for creating this <3
UltimateUniverse Apr 7 @ 7:44am 
I know its out of date but I used it because most features seem to work.

Bug identified with Gaia worlds. This mod enables Gaia seeders phase 4 on Gaia worlds as a building option even if the empire is not an Idyllic bloom empire. Despite it having a planet limit 1 in the description, you can build it multiple times. When running with an Idyllic bloom empire, seems to bug out the 5 year bloomed pop event so no pops bloom.
Melkorian Apr 6 @ 9:58pm 
any chance of an update? Honestly LOVE this mod and I feel it adds an amazing versatility and playthrough depending on your empire <3
Doomwarrior Oct 29, 2023 @ 4:20am 
Does this mod work with planet automation from vanilla? Like auto upgrade?
communista  [author] Oct 10, 2023 @ 2:08am 
I would suspect not. I’m still learning how to improve mod compatibility.