Stellaris

Stellaris

Sci-Fi Corparation Building Mod(Light)
11 Comments
Livnthedream 17 Nov, 2019 @ 6:58pm 
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 @ 7:37am 
Awesome, grabbing the original for that especially!
blitzcat  [author] 27 Dec, 2018 @ 4:15am 
@Satan-Sama Yes. I'll update events
Satan-Sama 27 Dec, 2018 @ 1:25am 
Wait, does the other version have these then?! Because that's going to sell me if it does...
blitzcat  [author] 23 Dec, 2018 @ 10:36pm 
@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 @ 1:58pm 
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 @ 12:15pm 
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  [author] 19 Dec, 2018 @ 11:28am 
@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 @ 10:43am 
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 @ 10:40am 
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

MarkJerue 19 Dec, 2018 @ 10:39am 
Nice mod!!! I love both the artwork and the building effects and descriptions!

Here's a few ideas/thoughts on balance & revamping the buildings:

1. for the Portal-themed building, instead of researchers, having Dimensional Portal Drones jobs might be more appropriate. A special tile found on planets currently offers 1 Dimensional Portal job per 40 pops, plus one just for having it.

2. The two buildings which provide robot construction jobs should perhaps be restricted to those who don't have robots outlawed.

3. Adding in a Telepath job to the Altman Unitology and/or Umbrella Corp buildings might be appropriate.

4. Blocking the Altman Unitology building by requiring psionic tech to build it might be appropriate.

5. The Umbrella Biomedical Lab should perhaps have Medical Worker jobs (that'd also give the population growth recommended by another commenter in the main mod).