Stellaris

Stellaris

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2.7.2 Higher Tier Buildings
   
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10 Dec, 2018 @ 5:47pm
30 May, 2020 @ 8:02am
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2.7.2 Higher Tier Buildings

Description
2.7.2 Higher Tier Buildings (or HTB) is a mod that adds a few advanced buildings to Stellaris.

For now it contains the following buildings :

The Nanite Mega Foundry, the 4th tier of the foundry building, buildable once the nanite replication technology is unlocked, this building will generate 10 Nanite Engineers jobs, each one producing 6 alloys for the cost of 9 minerals (compared to 3 alloys for 9 minerals for Metallurgists). The building itself costs nanites to build and a monthly cost to maintain.

The Civilian Macro Replication Array, the 4th tier of the civilian industries building, buildable once the nanite replication technology is unlocked, this building will generate 10 Production Supervisors jobs, each one producing 12 consumer goods for the cost of 8 minerals (compared to 6 consumer goods for 6 minerals for Artisans). The building costs living metal to build and a monthly cost to maintain.

The Quantum Calculator, the 4th tier of the science laboratories building, buildable once dark matter drawing has been researched, this building will generate 10 scientists jobs and 2 director jobs (15 brain drones/calculator jobs for hive minds) as well as 100 of each science type. The building costs dark matter to build and to maintain.

The Automated Mining Complex, a fully autonomous building that will produce 125 minerals per month for the cost of 50 nanites to build and 1 nanite per month to maintain.

The Self Contained Singularity, a fully autonomous building that produces 125 energy per month, and costs 50 dark matter to build and 1 dark matter per month to maintain. It's safe to use and shouldn't transform your planets into black holes, in case it does MegaCorp denies all responsability and blame user error. (More seriously it won't do anything else than producing energy).

The Automated Nutrient Processor, a fully automated building that produces 125 food per month, and costs 50 nanites to build and one nanite per month to maintain.

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A few notes :

I made this mod because after doing some digging in the game files I was absolutely baffled by the fact that Dark Matter, Zro, Nanites and Living Metal had little to no uses. So I decided to give them one by creating another building tier, less than FE but better than what you got in vanilla, this should finally give Dark Matter and the other "rare" Strategic Resources some importance beyond making a few ship components or an edict (or that sweet sweet nanite transmuter).

It is also worth noting that right now Gestal Consciousness Empires use the same special jobs as the regular empires for this mod's buildings, I will change that as soon as I have the time.

In any case, good game !
8 Comments
Matthew V 3 Apr, 2019 @ 3:18pm 
cool mod
Play For War  [author] 9 Feb, 2019 @ 11:22am 
No problem.
Rzabat 9 Feb, 2019 @ 10:57am 
Thanks.
Play For War  [author] 9 Feb, 2019 @ 9:41am 
I could code that in quickly actually, but everyone will get a science director from the building. Which makes sense actually. I'll see if I can put it in today.
Rzabat 9 Feb, 2019 @ 8:50am 
Would it be possible for you to make this compatible with "Expanded Stellaris Traditions"? One of the traditions adds a Science Director job to level 3 Research Labs, but it doesn't transfer over to the Quantum Calculator upgrade for it.
Play For War  [author] 29 Jan, 2019 @ 3:45pm 
Thanks for the suggestions. I don't think I'll be able to implement them soon (kind of busy at the moment), but I appreciate them. Special armies would indeed be interesting, although making a small upkeep cost would probably be needed for balance (after all if you can just spam them they loose their "special" feeling and just become another go-to). A new component for ships that uses living metal would be interesting indeed, perhaps one for upgraded regeneration (still less than the nanite repair system though), and another for either T6 armor or a hull plate. I haven't tinkered with ships components before, but I'll see what I can do.
Journeyman Prime 28 Jan, 2019 @ 8:17pm 
For Nanites I say let us make Nanite Swarms for use in ground combat. Like the "Necron" Armies they have significant health (just not as much as the Living Metal Armies) and to compensate they have higher damage. Being Nanites, they can simply swallow enemy soldiers up in a storm of gray dust/goo and while they can be dealt damage, they aren't as resilient as Living Metal armies.


Just some thoughts. At the very least I feel like having access to Nanites should greatly reduce the cost of droid/synth armies while having access to Living Metal should greatly increase droid/synth army health.
Journeyman Prime 28 Jan, 2019 @ 8:17pm 
I have a suggestion for Living Metal and Nanites. For Living Metal, allow us to make (possibly with a special building?) regenerating robot armies (Like the Necrons from 40k) that have MASSIVE health bonuses compared to other armies (because they just never die). Ascended Synthetic empires should have access to this just as easily as Machine empires ideally. These armies would also cost a one-time but substantial payment of Living Metal per army to build, preventing players from spamming them without access to serious deposits of the stuff. These armies should easily be equal to Psionic or Gene Warrior armies but primarily through their sheer health values rather than damage buffs or morale damage (maybe slight damage to morale, it's pretty disheartening when your enemy refuses to die :P).

Living Metal also needs to be used on ships I feel. I don't believe it is currently. Perhaps a module like the Afterburners where putting it on a ship gives it more Hull and Armor points?