Stellaris

Stellaris

1,346 ratings
Additional Vanilla Buildings
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File Size
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7.260 MB
16 Apr, 2020 @ 1:45am
26 Apr, 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
20 Jul, 2022 @ 8:21pm
PINNED: Submit a Bug Report
Sam_
34
25 Dec, 2022 @ 7:53am
PINNED: Required Compatibility Patches
Sam_
1
31 Jan, 2024 @ 10:00pm
Machine race issues
Koren Solust
591 Comments
Misterwheatley #Maintaintf2 10 May @ 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 10 May @ 7:19am 
the mod will be updated on 4.0?
coldball05 8 May @ 7:40pm 
Does still work on 4.0?
xXThereforeThereforeXx 22 Mar @ 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= 6 Feb @ 9:19am 
is this still working for 3.14?
JBird9003 5 Jul, 2024 @ 1:57pm 
Whenever upgrading the Planetary Capital to a System Capital-Complex, it gets rid of the politician jobs.
Kizuna 5 Mar, 2024 @ 8:19am 
Seems like this mod disable my Noble Mansion and PSY building
unnamed4 21 Feb, 2024 @ 4:30am 
doesnt work correctly for catalytic empires
Flying_Squid_999 4 Feb, 2024 @ 5:27am 
GofriWaffles 7 Jan, 2024 @ 1:15am 
Ultimate Technologies: Part 2