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Delthor

Captain
21 Badges
Aug 15, 2017
310
16
  • Crusader Kings II
  • Magicka
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Age of Wonders III
  • Warlock: Master of the Arcane
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Magicka 2
  • Stellaris: Galaxy Edition
I'd like to create a few decisions that are enabled by a building. However, in the past, any time I've based a modifier on whether a building existed or not, I found that has_building was true even if the building wasn't powered. I'd like to have the typical upkeep on the building or maybe even be a bit higher than the usual 1-2 energy credits, but I don't want people to build it and then disable it to avoid upkeep. I haven't checked to see if it's still true if the building is ruined, but it wouldn't surprise me if that has the same issue.

Is there a way to check to see if a planet has a building that'll be false if the building is disabled or ruined?

I've considered having the building apply a modifier to the planet and check for the modifier. That's a bit indirect but might work, though I don't know if buildings can apply modifiers or if the modifiers will go away if they're disabled. I'd also rather avoid planetary modifiers with indirect effects, since it doesn't seem like they can be made invisible. I don't want to get used to using them, and end up with a half dozen icons that are just bookkeeping the player doesn't need to know about.

If anyone has dealt with this problem or knows how to work around it, I'd really appreciate the help.