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Sci-Fi Corparation Building Mod(Light)
   
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18. dec. 2018 kl. 6:24
9. okt. 2019 kl. 20:11
7 ændringsbemærkninger ( vis )

Abonner for at downloade
Sci-Fi Corparation Building Mod(Light)

I 1 samling af blitzcat
Mod made by blitzcat
19 genstande
Beskrivelse
This mod is Sci_Fi Corpartion mod's Light and Balanced version

It makes building easyand cheap but all buildings are less produce resources than original version.


At this mod, I'm really focused on balance, So, Always need your comment about balance or suggetions.

If you want original mod. Please use this link.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1594176922


This mod add some Sci-Fi company's buildings. Each building produces resources that reflect to original game, movie, or novels.

You research Attracting Foreign Capital (Society research) than you can use buildings.

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1.0.1 bug fix

Research Resources couldn't produced problem fix

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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.

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2018.12.20

1.1.1 Hot Fix & Balancing

1. All Mod Buildings are Planet Unique Buildings. I fix it now.

2. Resource producing reduced
-Physics, Engineering, Society 20 ->10
-UAC Energy Building produce alloys 5 ->3
-Weyland-Yutani Building produce strategic resource 4 ->2


And I'm changing and testing some buildings job and trigger. It update ASAP

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2019.01.25

1. Megacorps can use branch office version of this buildings

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11 kommentarer
Livnthedream 17. nov. 2019 kl. 18:58 
On the Cyberdyne and Aperature buildings you used replicator jobs rather than roboticist. it leaves you with jobs that you cannot use without being a hive mind.
Satan-Sama 27. dec. 2018 kl. 7:37 
Awesome, grabbing the original for that especially!
blitzcat  [ophavsmand] 27. dec. 2018 kl. 4:15 
@Satan-Sama Yes. I'll update events
Satan-Sama 27. dec. 2018 kl. 1:25 
Wait, does the other version have these then?! Because that's going to sell me if it does...
blitzcat  [ophavsmand] 23. dec. 2018 kl. 22:36 
@KalashVodka Well, This version, that is fine. I'm not update events yet. Like Zombie outbreak, Xenomorph hunting, Hell gate open.
KalashVodka 23. dec. 2018 kl. 13:58 
Uhmm..
I'm not sure it's a good idea to have Weyland Yutani, the UAC and the Unitologists cohabitate on the same planet..
I mean..
Unless you absolutely want to turn your worlds into slaughterhouse with demons fighting xenomorphs and necromorphs, right? Heh.
MarkJerue 19. dec. 2018 kl. 12:15 
Of course!! I'm loving this mod though :D I had to spend awhile to come up with ideas to potentially spice it up!
blitzcat  [ophavsmand] 19. dec. 2018 kl. 11:28 
@MarkJerue Thanks to your opinion. I agree with your opinion too. I want to make it more immersive by gradually adding the details and content of these buildings.
MarkJerue 19. dec. 2018 kl. 10:43 
10. Making these planet-unique would help with balance, although I'm not sure how that works with save compatibility (especially as the AI can build it now so you can't simply delete the building and move on).

11. Some of these buildings seem like they would steer your population toward certain ethics.

12. These are totally office buildings - could they provide trade value via clerks? Or inherent trade value themselves?

MarkJerue 19. dec. 2018 kl. 10:40 
6. The UAC Energy Transit building is currently the best building in the game, even in its light version - taking out the alloy production, raising maintenance, and/or significantly bringing down the energy production would make it more balanced.

7. Should the Vault-Tech buiding provide housing and/or Subterranean Liason Officer jobs?

8. The Weyland-Yutani building is also very, very good - normally it'd take 3 building slots with 12 employees and over 100 minerals to produce that yield. Instead of having it simply provide all those resources, having the building give 1 Translucer, 1 Crystal Miner, 1 Gas Refiner, 1 Mole Harvester, and 1 Chemist job might be better.

9. A lot of these buildings seem like they could use Ruler-tier jobs in them. Managers, Merchants, Administrators, High Priests, and Science Directors could be neat.

Example of Ruler-Tier jobs:
Weyland - 1 Administrator
Unitology - 1 High Priest
Umbrella Biomedical - 1 Science Director
UAC- 1 Merchant