Stellaris

Stellaris

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Autonomous Buildings
   
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1.148 MB
28 Nov, 2017 @ 9:16am
25 May, 2018 @ 10:05am
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Autonomous Buildings

Description
One thing that annoys me is the slow going of new colonies. With this however you will be able to get a little more use out of those new fledgling worlds.

Feature:
Autonomous Structures. Research the first tech to get access to Basic->T1 Power, Mines, Farms & Lab. Further research to get T2 & T3 upgrades (as you normally would do)

They produce less resource than their fully operated counterparts and require more energy upkeep than normal. But they are also cheaper & quicker to build and best of all require no fully grown pop to operate.
They max out their autonomy at T3 and are then able to be upgraded into normal T4s.
Habitats also have Autonomous Structures and are able to be upgraded into their normal counterpart whenever.

Notes:
Currently they can only be upgraded to their fully operated version at T3 (to T4). This is to prevent having to click excessivly each time you want to upgrade your structures (like when upgrading lots of labs).

The AI should not use these structures. Ive set them to not bother researching the technologies either. I wasnt sure how the AI would handle it and didnt want to risk breaking it to much by giving it weak structures. Im probably just worrying for nothing about it and may look into allow them access to them someday.

Future Plans
Possible control structure that needs to be operated by a pop that allows the building of Autonomous Structures around it if I could ever get that working correctly.
30 Comments
Cephalon Sithalo  [author] 15 Nov, 2021 @ 5:19pm 
I try to leave a copy up (it helps that i never updated this since they kinda screwed us over with the rework)
starfirejordan 15 Nov, 2021 @ 9:33am 
thank you for still having this mod up! ive been trying to get some good mods for a 1.9 playthought. but either there gone or they have updated with no 1.9 old version
Cephalon Sithalo  [author] 4 Nov, 2021 @ 11:53am 
Honestly its what they should have done in some way. Like how Star Ruler 2 does. Stellaris is still addicting but back then it had alot more variety and now its been streamlined down and has removed a ton of flavor.

I actually wrote a post ages ago on the forums about the idea of planets having features on tiles instead of resource deposits. Like instead of having society research it would have just have a xenolife resource that could be used in different ways depending on your empire.

You could build a research lab or a zoo or a ranch on it giving u science unity or food.
I figured having tiles like that would be much more interesting.

Also having buildings that would require another building nearby. That would have been neat.

I prefer the population system as it is now but deslike the district system. Its to streamline. Instead of having a multitude of buildings you got just 4 districts. So much variety :steamfacepalm:
IllegibleScream 2 Nov, 2021 @ 4:54pm 
Oh wow. Back when Planetary Building was cool. Imagine if they'd doubled down on the Puzzle aspect for planet exploitation?
Cephalon Sithalo  [author] 8 Dec, 2018 @ 9:09am 
Ive looked into it and it is possible (figured it would be) I just dont really see the point of the autobuildings anymore. Maybe if population requirements for building slots where halfed or something.

I will try to come up some way to update this for 2.2+ mechanics though.

Cephalon Sithalo  [author] 8 Dec, 2018 @ 5:00am 
I'll see if I can. With 2.2s way of unlocking tiles it seems rather, idk uneeded I supposed but I'll look into it :LotusFlower:
Galaxar7 8 Dec, 2018 @ 4:44am 
update please to 2.2.1 ver
Cephalon Sithalo  [author] 4 Mar, 2018 @ 6:51pm 
Muddle the upkeep cost >.> subject to often change apperntly :LotusFlower:
Cephalon Sithalo  [author] 4 Mar, 2018 @ 6:46pm 
I know what i said 2 days ago. But this time I really did fix farm buildings not having their upgrades locked >.>

lowered the upkeep cost of higher ones from 6->2.5

I also added upkeep cost to unity relays as I seem to have left them out this whole time >.>
:LotusFlower:
Cephalon Sithalo  [author] 2 Mar, 2018 @ 7:32pm 
Ive been meaning to get around to fixing these issues for a few months now but finally fixed them.
And from playing the structures have been nice but mostly useless. Hopefully these changes will help them be more useful :LotusFlower:

Updated:
Fixed Farm and Unity buildings not having their upgrades unlocked.
Removed basic structures
Decreased the time it took to build and upgrade them
Removed the starter ones producing resources on their own. They must be placed on a tile that is actually providing a resource to benifit. The upgraded 2/3 do not have that same requirement
Increased the amount generated by 2/3