Stellaris

Stellaris

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53.643 KB
26 Jan, 2020 @ 6:47am
18 May, 2021 @ 8:15pm
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Better Branch Offices

Description
With the new changes of 3.0 a lot about this mod has become obselete. Although there are still some changes I wanted to make, namely with crime megacorps.

Crime megacorp buildings now produce double crime and unlock a building slot theoretically giving you all slots on the planet, although to help balance this buildings from crime syndicates now cost 25 influence each. (Current crime changes are subject to change. Will mostly likely end up around 75% of their current value in this mod.)

I have also added multipliers to branch office building for their respective resource output (the host empire must have them researched for them to take effect).

Be sure the download the universal modifiers mod for 3.0.
25 Comments
Bald 26 May, 2022 @ 3:08am 
Hi boss! the buildings themselves would be the same (I checked yesterday after having to deactivate the mod because as it was not updated, none came out)
I totally respect that you are no longer involved with the mod, but it would be great if you find some free time and could update it <3
I'm a big fan of the way you balanced the crime theme :)
Gronkle78 20 May, 2022 @ 8:09pm 
Thanks dude I didn't know that, I'll check galaxius out when I'm next on stellaris.
Kali  [author] 20 May, 2022 @ 7:55pm 
Its been broken for a while, they changed some variables and stuff. I'm not really maintaining this mod anymore as it and most of my other mods have been integrated into Galaxius.
Gronkle78 20 May, 2022 @ 5:26pm 
Doesn't work with version 3.4.3, no buildings show up in the construction list, so something in the overlord DLC has broken it.

It's a shame, since it made megacorps not useless with the growth changes.
Now I'll be lucky to have more than one building on a planet.
Bald 25 Jan, 2022 @ 12:28pm 
and because this mod is generally about branch offices and not exclusively about crime there is a suggestion
With the changes in population growth, most planets are going to only have one or two corporate buildings (which is kind of boring).
do you think you could do something similar for normal corporations?
Bald 25 Jan, 2022 @ 12:16pm 
Hello Boss
I love how work this mod, make less useless the criminal sindicates, at least u can disturb and have some good credits for some time
One thing I see u forget it modify with double crime and extra slot
subversive shrine (u know from religious/crime)
Cheers!
Kali  [author] 11 May, 2021 @ 2:06pm 
Updated
dunnachius 15 Apr, 2021 @ 10:51am 
As of 1:49 pm EST on nemisis launch day this mod doesn't cause any crashes.
WHO HOO...

It also still correctly changes the buildings "WHO HOO"

It doesn't however increase the number of buildings in your branches.

ALSO...

When combined with Mega-cooperation version 2.3 you can *still* build branch offices on your own planets and on other mega-corp planets.
dunnachius 13 Apr, 2021 @ 6:40am 
I never thought to do that, i was just talking about the NPCS having zero mineral production because I made a stupid number of refinery jobs on every single one of their planets...
Kali  [author] 12 Apr, 2021 @ 11:35pm 
Ye I noticed it was causing a lot of issues and not functioning as I intended. I did kinda want their to be specialist jobs though under that idea that a mega corp could essentially cripple a planets economy with unemployment by closing down their branch offices or having them forcefully close which just made them more powerful in my mind.