Stellaris

Stellaris

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Sentinel Network
   
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30 Jun, 2019 @ 6:05am
9 Jul, 2019 @ 9:46am
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Sentinel Network

Description
For some unknown weird reason, Stellaris devs decided that Gestalt don't need to control deviancy on their colonies, and so Tier 2-3 buildings for fighting deviancy does not exist in the vanilla. This understandably causes problem when your population goes 200+, and you are unable to combat deviancy without trashing the building slots. Thus, this mod. It adds analogue of Hall of Judgement to the Gestalt empires, with exactly same cost in resources and upkeep. It also adds even more powerful version of it to manage 500+ populations without building spamming. Enjoy.
18 Comments
BrockTrainedAsh 24 May @ 11:58am 
Man, I wish this existed for 4.0
LennyTheLing 18 Mar, 2023 @ 2:15pm 
This mod is working as of 3/18/2023.
Shamaster 2 Mar, 2022 @ 3:20pm 
Hi! This mod is broken for 3.3 and will probably not be updated by this point but you (you being the person looking at this page, not the mod creator) can fix it super easy in a few steps.

1. Subscribe to this mod.
2. Find the folder containing this mod and unzip it. (the folder path will look something like E:\SteamLibrary\steamapps\workshop\content\281990\1786574609)
3. Go into the "Content" folder and copy paste that shit in 02_government_buildings in the actual stellaris directory. (I only copied the tier 2 building but in THEORY the tier 3 would work as well)
4. Take the localization file from the mod and put it in the actual English localization folder.
Niroj 5 Jul, 2020 @ 1:25am 
Does the Mod still work?
Easy V 21 Dec, 2019 @ 9:19am 
Thanks a lot. What were the devs thinking not letting hive minds access to Hall of Judgement?! Don't even have that planetary edict that fights crime
Sumatris 10 Jul, 2019 @ 4:30am 
Awesome, now it works! :-)
Void Dragon  [author] 9 Jul, 2019 @ 9:45am 
Fixed the problem, which was "no build" tag which I overlooked somehow.
Void Dragon  [author] 9 Jul, 2019 @ 9:21am 
@Sumatris I'll test it.
Sumatris 9 Jul, 2019 @ 2:05am 
I see. Okay, I tried this in a long-running campaign where only the repeatable techs are left in the tree. Maybe your mod doesn't kick in if the technologies it's tied to have already been researched. Guess I'll see what happens when I start a new campaign some day, and if it still doesn't work, I'll get back to you :-).
BTW, it doesn't seem to be a compatibility issue. I just disabled all other mods that might mess with buildings, but the problem persisted. So, that's that.
Anyway, thanks for the reply, mate, and keep up the good work :-).
Void Dragon  [author] 9 Jul, 2019 @ 1:58am 
@Sumatris Hello. Since writing in the update requires replacing the vanilla files, I decided it wasn't worth it. So, now there advanced buildings exist by themselves, not as an upgrade to the basic Sentinel Post. You can still just replace the basic Sentinel Post with the "upgrade" to the same effect. You need the same techs you need to get Tier 3 and Tier 4 main building upgrades.