Stellaris

Stellaris

103 ratings
Structaris
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
890.031 KB
21 Sep, 2017 @ 9:51am
6 Jun @ 9:20pm
32 Change Notes ( view )

Subscribe to download
Structaris

Description
Buildings, Ship Weapons & Utilities, plus Army & Spaceport Add-ons. (4.0.+ )

A database of advance technological schematics has been found buried on our home planet. Preliminary reports indicate these designs utilise Helium III technology. This could be a boon for our fledgling space program. It appears to contain schematics for powerful buildings, ship weapons & shields, even spaceport modules & army armour.

Adds 14 Ship Weapons, Shields & Modules
Adds 4 Space-port Modules
Adds 11 Buildings

All Items are expensive, but powerful.

Can be researched through 3 new rare techs or triggered by start event.

Should be compatible with most mods as no base game files have been changed.
AI should not build the items, but Governors will.


This mod ports my IronSky Mod buildings & weapons as a stand-alone mod.
Popular Discussions View All (1)
0
13 May, 2020 @ 2:20pm
Launcher Issues
ADLER
108 Comments
ADLER  [author] 6 Jun @ 9:27pm 
Ta chief, update uploaded... getting a bit rusty on this after 8 years :steamfacepalm:
ADLER  [author] 5 Jun @ 2:00pm 
Can you flick me through the file please… save me a job… chrisATour-world.org
PhilosopherKing 5 Jun @ 1:57pm 
I had to edit the building tech dependency in the text file to the actual tech name. That made them come back
ADLER  [author] 5 Jun @ 11:45am 
Are the buildings in or not. I do not play this anymore & am completely confused about what they are doing with the new UI.
PhilosopherKing 4 Jun @ 1:58am 
thanks for the update :)
PhilosopherKing 4 Jun @ 1:35am 
i.e tech dependancy needs editing
PhilosopherKing 4 Jun @ 1:34am 
i think the buildings disapeared
PhilosopherKing 2 Jun @ 2:41am 
might i suggest upping the job numbers with the new pop proportins
Modern Spartan 31 May @ 7:51pm 
Yes it does, the hope was to tie them to any race of our choosing. Though most definitely that has been used on many occasions!
ADLER  [author] 31 May @ 1:18pm 
My Ironsky mod times them to a race. The only trigger I have to play with is AI utilisation, as in non-human-player probabilities of usage… & I have set them to zero.