Stellaris

Stellaris

100 ratings
VF's Buildings [Legacy 2.*]
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.049 MB
10 Oct, 2019 @ 4:31pm
15 Oct, 2019 @ 9:10am
6 Change Notes ( view )

Subscribe to download
VF's Buildings [Legacy 2.*]

In 1 collection by VFacure
VF's Contributions to Civilization
7 items
Description
-Social Pyramid? More like Social π-ramid, amirite fellow sapients?-

Check out my expansive, immersive and very nice buildings mod!

Check out my cool and edgy names mod!

Check out my shiny graphics mod!

Check out my totally not cheat mod!

Jobs in Stellaris don't make sense. I mean, in the real world they wouldn't. I mean, in my perception of the real world they wouldn't:

Why would a planet have to reach the equivalent of Earth's population on 2200 just to build a Police Station, a Hospital, some farms and, if you're lucky, a Theatre?

Why do post-industrial species rely on a social pyramid as well distributed as a medieval one, which so few specialized workers?

From my experience, Stellaris, specially when heavily-modded, is a resource managment nightmare. You can't supply primary and secondary resources without enough pops to plop down buildings and employ on, and when you do get more pops, everybody suddenly has to eat and have 5 TVs per house. How come folks can't produce surplus as SPACE FARING CIVILIZATIONS?

Planets don't have appeareant Infrastructure, nor do colonists, two centuries from now on, have the option to just plug a 3D printer and starting making weapons out of it. Why can't we just assemble some field printers instead of having to wait for a metropolis to grown and then construct a single factory?

Why are there billions of sentient beings, capable of abstract thinking, at any given time in the galaxy single-handedly working on generators?


I understand these are core game-mechanics, and Stellaris is not to be a 100% accurate fermi paradox breaking simulator as much as a nice number equilibrium generator. It's the purpose it serves and I can respect that, but boy do I want to play it differently.

Considering I'm as much of a deviant as I'm of a good-enough modder, I present to you the logic evolution of my Colonial Buildings mod, the (just) Buildings mod!

I'm introducing a few buildings, being some of them upgradeable, to make Stellaris a little bit more of what I like it for. Less resource managment, more specialists, more roleplay and much, much less red numbers on the counters. And thus, I present thee:

The Buildings!...

The Field Armories
The Civic Plazas

The Modular Workshops
The Manufacturing Complexes

The Central Logistical Hub

The Structural Residences

The Refinery Stations

The Circumstellar Matter Dock
The Circumstellar Matter Anchorage
The Meteorite Mills

The Beta Tunnel Complex
The Beta Tunnel Arrays
The De-Scattering Cells

The Bio-Plastics Plant
The Bio-Plastics Facilities

The Stellar Wharf
The Interstellar Harbor

The Paradise Resort
The Preservation Hub


...and the Jobs!

The Lifter
The Enricher
The Manufacturer
The Tunneller
The Prospector
The Synthesizer

The Logistician
The Syndic


This is all available from game start and is 100% Save Game compatible.

Planets should now produce more unity and be more orderly, prosperous, industrialized, economically dynamic and immersive, as you'd expect from a galaxy-exploring society. I personally recommend this playing with a higher tech/tradition cost, as the extra research and unity will make a big difference.

Techs that boost resource outputs influence new jobs, so they'll never get outclassed;
Miner upgrades boost Prospector mineral output
Technician upgrades boost Tunneller energy output
Artisan upgrades boost Manufacturer CG output
Enforcer upgrades boost Lifter crime reduction, Logisticians and Syndics are boosted by Administrator upgrades (I don't think there are of these upgrades in vanilla, but the info's here anyway.)

>inb4 building no need tech
My goal here is to make potential fun in Stellaris arise earlier, and provide an immersive space-faring experience from the get-go. Do not expect having a harder time with this than you'd have with this mod off. That's the whole point, honestly. There are mods out there that make the experience of playing much harder in other aspects, so why not making resource managing less painful while dealing with FEs on 2250?

AI is technically heavily encouraged from using it, but my tests have shown me otherwise, though. It's the way Clausewitz wants it, I guess.

Doesn't alter a single file, and uses it's own acronyms, so it's 200% compatible with absolutely everything and will be until the building systems continues to be the same.

Files added are common/buildings/00_vfb.txt, common/pop_jobs/00_vfb_jobs.txt and respective localisation and gfx files

Keep in mind localisation is non-english friendly, although not exactly translated.

Have fun, you not-XIXth-century-ruler!
27 Comments
VFacure  [author] 16 Sep, 2020 @ 2:47pm 
@Pika35412 Legacy still works too, but I recommend the newest version

@ZtatiC You're welcome!
CrimsonShadow 16 Sep, 2020 @ 1:32pm 
Does this mod work on the latest version and if not any plans to update?
ZtatiC 14 Sep, 2020 @ 5:00pm 
Just: thank you.
the_sam_ryan_1985 1 Jan, 2020 @ 6:21pm 
Awesome, I was afraid something was wrong and very glad to hear that a great mod was enhanced even further. Thank you so much for making it and keeping it working!
VFacure  [author] 26 Dec, 2019 @ 4:20pm 
@the_sam_ryan_1985 I've added so many new stuff that I wanted to give it another shot in the front page, so more people can enjoy it. What changed? Well, two new buildings, many tweaks, graphics, two dozen techs, AI improvements, reworked localisation, lithoids compatibility and more things planned around the corner.

Thanks for the kind words! I plan on maintaining it and keep improving it for a lot of time, too!
the_sam_ryan_1985 26 Dec, 2019 @ 12:36pm 
What happened to the mod that changed it? One of the best mods ever, thank you for the hard work in creating it and maintaining it.
VFacure  [author] 17 Nov, 2019 @ 6:25am 
@willpill35 Well man, do I have some great news for you: refer to the third paragraph after the list of jobs here in the description. They already do. It doesn't mention that Purification Hubs boost Prospectors and Energy Nexii boost Tunnellers in the UI, but they do.

That's because these jobs are, respectively, in the Miner and Technician categories, so everything that boosts these two jobs boost my jobs. I have some updates planned that boost all other non-resource jobs by having them behave as Administrators, too.
Yuya 16 Nov, 2019 @ 8:58pm 
Just recently found this mod but I love it. One suggestion though would be to make the Energy nexus and Mineral purification Hub from the base game boost strait mineral income and energy income instead of just from technicians and miners that way they have a boost to your buildings as well. The base versions would still only affect miners and technicians but the upgraded would affect everything possibly. Or possibly make them also generate miner and technician jobs when the pops get to a certain point or a building that requires both of those that does that if you want to not edit the vanilla buildings.
VFacure  [author] 16 Nov, 2019 @ 9:56am 
@InterKid Thanks friend! I appreciate the appreciation!
ekoparker 16 Nov, 2019 @ 8:03am 
Hey man, I just want to say good job! Your mods are amazing; keep up the good work!