Stellaris

Stellaris

Realistic Buildings, Tile Cityscapes (1.6)
72 Comments
kolokommouna 14 Feb, 2018 @ 12:31pm 
chiefmaster44 true !!!
RandomGamerGuy 21 Jan, 2018 @ 2:22pm 
This is a cool mod the problem I have is that all the tiers look the same it would be much better if the diffrent tiers of buildings had diffrent appearnces.
LeonBrown001 1 Jan, 2018 @ 10:09am 
love the idea as i agree a lot of the buildings look off but i would like to suggest for your power plant artwork have some steam stacks like nuclear plants or something similiar :steamhappy: cheers for the work
H4shX 11 Nov, 2017 @ 7:57pm 
RudytheDominator - Is it possible for us at SRT to have permission in including this Mod or aspects of it into our Union Project. We would also update it to the latest version, and ensure you have full credit.
everyJonny 2 Nov, 2017 @ 4:18am 
Nice mod, cant see this stupid mines anymore. please update :D
PalmsAreSweaty 12 Oct, 2017 @ 12:44am 
Hey buddy, you still trying to do that mod update soon?
Garant26 3 Oct, 2017 @ 4:22am 
Looking forward to try this again, perhaps a new version where different levels of building have different levels of density, so you can tell at a glance how developped your world really is :)
VicMagician 19 Sep, 2017 @ 10:49am 
Is your mod available in a new page?
RudytheDominator  [author] 18 Jul, 2017 @ 3:22pm 
Can't update the mod currently....So this current page is stuck in 1.6......Therefore, I will recreate the mod. So look forward to a new Mod Page in the Workshop that will be compatible with the next update!
RudytheDominator  [author] 18 Jul, 2017 @ 2:55pm 
Sorry Folks, my computer actually died for a while. Looking into it.
James Stone 3 Jul, 2017 @ 2:48pm 
Do they still revert back after Tier 1? Only thing stopping me from grabbing this mod.
MetsuTDK 4 Jun, 2017 @ 7:45pm 
I like the idea of this mod, but unfortunately they revert back eventually.
Lord Headass 4 Jun, 2017 @ 12:19am 
Only replaces Tier 1 Buildings.
FloridaMan 24 May, 2017 @ 10:36am 
It only replaces the tier one buildings, the tier 2 and 3 buildings revert to vanilla.
Azuraal 19 May, 2017 @ 4:50am 
@Jazuke Taizago It's literally just GFX overwrites, all that must be updated is supported versions in .mod file, Launcher will yell that it's not for this version but you can use it with no problems.
Jazuke Taizago 17 May, 2017 @ 3:17pm 
Please Update this Mod as soon as possible to work for the newest Version. Thanks.
Jazuke Taizago 16 May, 2017 @ 9:49am 
Outdated due to a recent AI Bug Fix.
Sonar 11 May, 2017 @ 1:05am 
Update pls
SacredDatura 6 May, 2017 @ 2:31am 
I like the idea behind this, hope it gets worked more! Right now they're all still called "Power Plant", "Mining Network", etc.
Cyrvexツ 29 Apr, 2017 @ 6:09am 
Im going to Pre-Subb((Aka will not use it yet)) to this So i dont forget about this mod :D
RandomGamerGuy 24 Apr, 2017 @ 9:52am 
Good idea but you need to make it so it progress from the diffrent levels beacuse last time i checked the image is the same for all the building levels.
lynx 19 Apr, 2017 @ 11:29pm 
Hey good job!
I really like your art!
It would be great to have different symbols for Power Plants and Power Grid/Nexus.
While I don't mind too much having only one art symbol for different levels of the same building it would be nice to have a quicker overview if I've already build a Grid/Nexus to my always too few power plants :D
Thanks for your effort so far!
★REM★ 19 Apr, 2017 @ 1:11am 
if a building gets ruined (asteroid impact) apparently the image does not change to the ruined one, but keep on the one of this mod. Otherwise, great mod i needed some fresh image for my tiles, thanks.
Grumpy Wombat 18 Apr, 2017 @ 4:42pm 
Good job! Keep it up, would've never thought of a mod like this. But now it feels like something I have been missing all along. :)
CasualGamingInc 18 Apr, 2017 @ 11:59am 
Good job
Strekt 18 Apr, 2017 @ 11:44am 
Really good mod, keep going, Rudy !
Spider (PF) 18 Apr, 2017 @ 11:21am 
nope it is capitol! capitol is a building......
Fischy 18 Apr, 2017 @ 9:46am 
capital*
StonesD 18 Apr, 2017 @ 8:52am 
Does this change the Checksum? I would guess it won't but it does not hurt to clarify that in the description. Anyway, cool mod. I look forward to see it grow.
ƉϵҢטᴍƛȵɨɀɘʠ 18 Apr, 2017 @ 8:16am 
Beautiful!
Ilstad ^^ 18 Apr, 2017 @ 6:55am 
I see some ppl done like that you have to choose between to different recources, to be honest, I like it. You have stratigic choice, and have to live with it, cant always get the best off to worlds.
Slynx Jewel 17 Apr, 2017 @ 11:00pm 
unfortunately all buildings looks the same...so you can't know their level without clicking.
bartpp7 17 Apr, 2017 @ 8:51pm 
I love this mod they look really good im so hyped to see what else you will see
Connor 17 Apr, 2017 @ 6:55pm 
This is one of those things that you never knew you always wanted. Great work
RudytheDominator  [author] 17 Apr, 2017 @ 1:45pm 
On the otherhand, I have started working on variations in building levels.
RudytheDominator  [author] 17 Apr, 2017 @ 1:42pm 
@FLSH_BNG That seems like a great ultimate end goal (different buildings for different city styles, i.e. Mammalian, reptilian, ect) for this mod. I will work towards it, but I realistically don't see that happening for a while.
Aaronthelemon 17 Apr, 2017 @ 11:56am 
Would be nice if there was variety between different versions.
Kepos 17 Apr, 2017 @ 11:42am 
Interesting mod. Looking forward seeing buildings rise in GFX, starting with small village/small drill tower/open fields, to see progress.
Raumfahrer Spiff 17 Apr, 2017 @ 8:14am 
Hey, the problem you have with the graphics is simple enough: Paradox never wanted and made building graphics so large as you do. Look the iconsize of the vanilla icons to find the right size, and/or use screenshots to make them smaller until they fit.

As for i know how terrible it is to make "new" buildings of what stellaris icons offer you, but you should make different versions of the buildings, to "see" them grow as in the vanilla game.
And, if you have fun to do it, try to create icons that flow from one to another, so you get a real "skyline" over horizontal tiles. just an idea ;)
Olafr_the_Viking 17 Apr, 2017 @ 7:50am 
@galking52: as far as I can tell it is purely cosmetic, and @grinning_fox I totally agree - roleplaying a Interstellar race in this game is so totally awesome (you should check out Dedicated Worlds mod, that one add so much RP value for me, sending slaves off to the prison worlds, and Xeno Fauna is also good for adding depth and variety, together with Plantery Diversity of course)
grinning_fox 17 Apr, 2017 @ 5:24am 
I very much agree with and support this mod. To be honest I play Stellaris less for the . . . shall we say, stellar gameplay (no sarcasm, pun intended) than for the immersive roleplaying. And having planets covered in cities instead of farms and mines is very much the sort of thing I've been looking for.

If you do go with Kitten Food's suggestion (s/he must be Fancy Feast brand), this would very likely be one of the most RPGasm mods to date.
Galking52 17 Apr, 2017 @ 4:03am 
is it only a cosmetic mode?
Kitten Food 17 Apr, 2017 @ 3:14am 
This will most likely become the most popular mod along with flag mods if all buildings get reworked. If being able to make buildings unique per the type of 'city' you choose in faction creation, this will definitely be the best cosmetic mod so far.
ItsJustMyShadow 17 Apr, 2017 @ 2:12am 
Wow, just wow! Please, continue to develop this mod! I won't be able to play vanilla Stellaris anymore!
TheSting 17 Apr, 2017 @ 2:04am 
oh and also could u please make a mod that adds these as seperate buildings for mid-late game? perhaps as tier VI equivilent buildings :) i would love that. awesome mod mate keep it up <3
TheSting 17 Apr, 2017 @ 2:02am 
Semi-Smart Gaming's point is valid. perhaps edit the GFX file to have the green patches covered in biospheres? just a thought
Paul 17 Apr, 2017 @ 1:05am 
all of these make sense except for the farms.... if it is a world that has deserts only and such how does it get green farms? this is why the game made them look like giant greenhouses
Olafr_the_Viking 17 Apr, 2017 @ 12:48am 
I can confirm that this mod works fine with my existing savegame/campaign, without need for a re-start, and seems to work compatible with my other 53 installed mods: https://gamersparadiseolafr.tumblr.com/post/159534945850/olafr-mods-stellaris-season-16-mod-list
Piston 17 Apr, 2017 @ 12:27am 
I was always thinking this about the buildings. Like, billions of people are all in a mine. lol thanks man really helped with a case of overthinking