Stellaris

Stellaris

Better Branch Offices
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.
dunnachius 12 Apr, 2021 @ 10:05pm 
The higher yield buildings in the older version caused problems in both single and multiplayer.

In multiplayer it caused issues when too many specialists. My allies ended up having to switch off specialist slots and they got mad when they had too many forge workers and or unemployed specialists.

With an NPC ally the specialists ended up crippling their growth. They literally leave ALL the forge workers turned on and I would literally sap their growth to absolute zero as they couldn't build.

Rolling back to the buildings only providing clerk jobs was a much needed change.
Physcosanta 14 Mar, 2021 @ 12:33pm 
thanks
Kali  [author] 14 Mar, 2021 @ 11:24am 
I did change the buildings up/rolled them back to a previous version because I like the previous version better. So the buildings should be closer to vanilla buildings now but with better resource yields. I kept the new buildings in.
Physcosanta 14 Mar, 2021 @ 8:03am 
What changes were made with the most recent set of updates? Branch offices have changed and I'm not sure which mod did it. Either way love this mod :steamthumbsup:
Kali  [author] 15 Feb, 2021 @ 2:43am 
Yes it does but even with this mod the AI still wants to spam enforcers. Working on a way to balance them better.
THE SALTMAN 15 Feb, 2021 @ 12:17am 
Does effect criminal syndicates as well? Love the mod BTW man:) first time playing a corp rather enjoying it!
dunnachius 27 Nov, 2020 @ 3:10pm 
This mod does seem to work with 2.8 just fine,

It's a little itty bit overpowered but i don't really care.
dunnachius 12 Sep, 2020 @ 8:16am 
For the record, i'm not sure WHICH mod it is that's causing it but i wouldn't call it bad per se, nor a bug, just an unexpected side effect.

Truth be told I wanted the old version of your mod because the penalty on Criminal branches is a lot lower (even if the bonuses arn't as good)

But when combined with Mega-Cooperation your mod (particularly the old version) makes it viable to have criminal branches on your own worlds.

So thanks a ton for your awesome work, and like i said, it's not a bug... Why shouldn't we be able to build criminal branches on our own worlds

:steamhappy:
dunnachius 12 Sep, 2020 @ 8:09am 
I never said it was a bug,

For the record i think it's AWESOME being able to build criminal branches on my own planets LOL.

Thanks for the link to the old version.
Kali  [author] 11 Sep, 2020 @ 11:52pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2226522902

Here it is. Btw whatever is causing that bug isn't my mod. My mod does not change any of the files that handles that.
dunnachius 11 Sep, 2020 @ 6:23pm 
Do you have the old version(s) archived?

When combined with Mega-Cooperation a criminal Syndicate (and seemingly only a criminal empire) can form a branch office on their own planets...

Honestly i liked your mod better before you made the recent changes.
Kali  [author] 30 Jul, 2020 @ 7:33am 
Kheeran 30 Jul, 2020 @ 2:47am 
Great mod, one issue though -- the build que is blocked by part of the UI so only about 8 slots are available. This doesn't happen when the mod is removed, hope it's fixable. thanks!
Kali  [author] 5 May, 2020 @ 10:36am 
Thanks mate! <3
Ellis 5 May, 2020 @ 4:33am 
Fantastic Mod! (I'm not a bot, I just don't make an effort to personalise my steam account... >_<)