Stellaris

Stellaris

31 ratings
Sci-Fi Corparation Building Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
239.110 KB
17 Dec, 2018 @ 11:51pm
9 Oct, 2019 @ 8:09pm
7 Change Notes ( view )

Subscribe to download
Sci-Fi Corparation Building Mod

In 1 collection by blitzcat
Mod made by blitzcat
19 items
Description
This Mod adds some building of Sci-Fi Megacorps. You research 'Foreign Capital Attracting' tech, and after than you can use it.

This mod has these contents

1 Tech
9 Buildings

If you want light and balanced version, please use this link

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1594346326



Each building make much resources. and here is building lists.

Soylent Corpartion Food Factory (Soilent Green)
Aperture Physics Lab (Portal)
Vault-Tec Vault(Fall Out)
Cyberdyne Repair and Upgrade Center (Terminater)
Unitology one to Conversion Centre(Dead Space)
OCP Security Concepts Division(Robo Cop)
UAC Energy Transit Hub(Doom)
Weyland-Yutani Resource Aquisition Office(Alien)
Umbrella Biomedical Lab(Biohazard)


I'll update other megacorps buildings and events.

----------------

2018.12.18

1.0.1 bug fix

Research Resource Couldn't produced problem Fix

--------------

2018.12.19

1.1.0 Update

1. Now AI Empire and Hivemind Empire use this mod.

2. Building's names and description text changed.


--------------------

2018.12.20

1.1.1 Hot Fix & Balancing

1. All buildings are planet unique buildings. I fix that bug

2. Balancing of Building Produce Resources
-Soilent factory prodcue food 50->30
-Physics, Engineering, Society produce 30->20
-Unitology produced Minerals 100->50
-UAC Building energy produce 100->50, alloys 20->10
-Weyland Building Strategic resource produce 10->5
-Umbrellar Building's consumer goods produce 100->50


I change some jobs and trigger of buildings. When I complete testing these. ASAP update that things.

-------------------------------------------


2019.01.25

1. Megacorps can use branch office version of this buildings

--------------
19 Comments
Loveless1987 16 Oct, 2020 @ 6:11am 
Could we pretty please get an update. I know its still functional... But I'm having compatibility issues and I cannot evaluate whether or not out dated mods are causing the problem...
Wanderer101 26 Jul, 2020 @ 6:11pm 
For some reason I can't build Aperture Science. Are their any requirements for it that I'm not aware of?
blitzcat  [author] 29 May, 2019 @ 5:45am 
@Ravemaster99 It is possible. Well, Frankly speaking, it is easy thing.
Ravemaster99 28 May, 2019 @ 5:20pm 
Love the mod, but i'm evaluating the 80 or so that i have installed. Anyway to make the AI not use this mod?
ajacksonian 18 Mar, 2019 @ 9:10am 
Now all we need is Yoyodyne to have the jump drive as a starting tech. Making the rocket car space worthy would make for some really fast checking out of the galaxy as that has got to be cheap to build.

And The Think Tank from Old World Blues in which ALL THE SCIENCE would be implemented, though what that would mean in game terms is beyond me. Making them a Mega-Corp so they could have unique branch offices for their experiments would be interesting as it would offer the opportunity to introduce changes to other societies to observe the results. Of course they were envious of Vault-Tec, and one member did hate RobCo, so there is that.
blitzcat  [author] 19 Dec, 2018 @ 10:30pm 
@Eunomiac Yes. I understand about that when I tested. So, I reduce this mod's resource produce too
Palynium 19 Dec, 2018 @ 7:13pm 
@Eunomiac, read the description there's a "balanced" version linked.
Eunomiac 19 Dec, 2018 @ 6:25pm 
I love your ideas, but after playing with this mod I think you need to work on balance quite a bit --- Umbrella Corp giving 100 Consumer Goods per month is just insane.
Palynium 18 Dec, 2018 @ 7:48pm 
No problem, have to admit now you've made this I'm surprised no-one thought to make it sooner.
blitzcat  [author] 18 Dec, 2018 @ 6:01pm 
@Palynium Thanks, It is helpful to me. I'm changing some part of mod, I will accept your comments and make mod better.