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REDDQ

Colonel
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Jul 2, 2013
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  • Crusader Kings II
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9DVK8Wb.jpg


New buildings:

- Mineral Silo IV-VI (+ mineral storage capacity)
- Hospital (upgrade from Frontier Clinic, + habitability, + happiness)
- Entertaiment Center (upgrade from Xeno Zoo, + happiness of planet & empire, + energy)
- Industrial Complex (+ bonus to mineral extraction, - happiness)
- Bank (+ energy, + energy storage capacity)
- Central Bank (+ energy, + energy storage capacity, + influence)

U684T0L.jpg

UPDATE 1

New buildings:

- TV Station (+ happiness, - ethic divergence)
- Propaganda Network (- ethic divergence)
- Entertainment Network (+ happiness)
- Garantho-betharian Power Plant (+ massive energy income, + engineering research, needs Garanthium Ore and Betharain Stone to show up)
- Dark Matter Experimental Unit (+ massive energy income, + massive bonuses to research, needs Dark Matter, Garanthium Ore and Lythuric Gas)
- Atmosphere Processing Plant (+ planet habitability, needs terraforming resources)

DDE27E5C367018C10BD750DCA6DD2E62F895B634


UPDATE 2

New buildings:

Ministry:
- Ministry of Interior (+ leader capacity)
- Ministry of Interstellar Expansion (+ planet border range)
- Ministry of Administration (+ core sectors capacity)
- Ministry of Foreign Affairs (+ rivalries, + country trade attractiveness)
- Ministry of Development (+ building construction time, + building cost, + blocker removal)

- Listening Post (+ planet sensor range)

Freelancer Cooperation Department
- FCD - Dark Matter focus
- FCD - Zro focus
- FCD - Lythuric Gas focus
- FCD - Orillium Ore focus
- FCD - Engos Vapor focus
- FCD - Neutronium Ore focus
- FCD - Pitharan Dust focus
- FCD - Teldar Crystals focus
- FCD - Living Metal focus
- FCD - Satramene Gas focus
- FCD - Garanthium Ore focus
- FCD - Terraforming Liquid focus
- FCD - Terraforming Gas focus
(all above: + resource production)
- FCD - Security focus (+ happiness)

- Bunkers (+ planet fortification, + pop fortification, + garrison health)
- Defense Center (+ planet fortification, + pop fortification, + garrison health, + defensive bonus for newly trained soldiers)

826BDCE1352DC46EB0A04B8E815AF091EE6FE625


Unfortunately, I had to invade "common/Buildings/00_buildings.txt" so other mods using that file may cause slight conflict. It was the only way I could find to add buildings to upgrade line. Sorry for the inconvenience, everything else should work fine.

Feedback much appreciated!
 
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UPDATE 1

New buildings:

- TV Station (+ happiness, - ethic divergence)
- Propaganda Network (- ethic divergence)
- Entertainment Network (+ happiness)
- Garantho-betharian Power Plant (+ massive energy income, + engineering research, needs Garanthium Ore and Betharain Stone to show up)
- Dark Matter Experimental Unit (+ massive energy income, + massive bonuses to research, needs Dark Matter, Garanthium Ore and Lythuric Gas)
- Atmosphere Processing Plant (+ planet habitability, needs terraforming resources)

DDE27E5C367018C10BD750DCA6DD2E62F895B634

DDE27E5C367018C10BD750DCA6DD2E62F895B634
 
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I will have to look again. I don't think I have seen any of your new buildings yet. Maybe It is conflicting with another mod. i will have to check.

That is quite a weird bug. Conflict could stop buildings like Mineral Silo IV-VI, Hospital or Entertainment Center from showing up but the rest should be loaded properly.
 
Hi can you like think for something like a Tall Strategy Empire with the buildings?

maybe like after tier V buildings there will be like a cap at upgrades like below:
  • If the empire has 5 or more planets then you can't build Tier VI buildings anymore.
  • Only buildable on core planets. *building will be destroyed if planet is not core planet anymore. (using that mechanic from rebellious pops.)
etc. would be interesting how it turns out, cheers!
 
Hi can you like think for something like a Tall Strategy Empire with the buildings?

maybe like after tier V buildings there will be like a cap at upgrades like below:
  • If the empire has 5 or more planets then you can't build Tier VI buildings anymore.
  • Only buildable on core planets. *building will be destroyed if planet is not core planet anymore. (using that mechanic from rebellious pops.)
etc. would be interesting how it turns out, cheers!

Nice idea. No sure if possible but I am gonna check.
 
UPDATE 2

New buildings:

Ministry:
- Ministry of Interior (+ leader capacity)
- Ministry of Interstellar Expansion (+ planet border range)
- Ministry of Administration (+ core sectors capacity)
- Ministry of Foreign Affairs (+ rivalries, + country trade attractiveness)
- Ministry of Development (+ building construction time, + building cost, + blocker removal)

- Listening Post (+ planet sensor range)

Freelancer Cooperation Department
- FCD - Dark Matter focus
- FCD - Zro focus
- FCD - Lythuric Gas focus
- FCD - Orillium Ore focus
- FCD - Engos Vapor focus
- FCD - Neutronium Ore focus
- FCD - Pitharan Dust focus
- FCD - Teldar Crystals focus
- FCD - Living Metal focus
- FCD - Satramene Gas focus
- FCD - Garanthium Ore focus
- FCD - Terraforming Liquid focus
- FCD - Terraforming Gas focus
(all above: + resource production)
- FCD - Security focus (+ happiness)

- Bunkers (+ planet fortification, + pop fortification, + garrison health)
- Defense Center (+ planet fortification, + pop fortification, + garrison health, + defensive bonus for newly trained soldiers)

826BDCE1352DC46EB0A04B8E815AF091EE6FE625
 
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Very nice. I got your mod to work by doing the direct download, so I can actually see the buildings. It doesn't seem that banks would be worth it over power plants. Also do power hubs affect bank income?
 
Very nice. I got your mod to work by doing the direct download, so I can actually see the buildings. It doesn't seem that banks would be worth it over power plants. Also do power hubs affect bank income?

Thanks. Banks are only worth it over power plants if you need an extra storage place for energy credits. It is good to have at least one as Central Bank gives influence.

And yes, power hubs affect bank income.
 
How havent I see your mod yet :O Amazing and just what I thought was missing! Downloading for my next playtrough :)
 
I don't know if this is a bug, but when I built the Ministry of Administration, I had to save and reload before I got the bonus 2 core systems. I got charged the maintenance cost right away. That's red tape for you:)
 
All new stuff here has no tech requirements, am I right? It really looks great, especially for RP and AAR. Really good work.

Are you considiering to add tech requirements for the new buildings in the future?
 
I found a bug. When I built the Ministry of Administration, it charged me maintenance and changed the number of core sectors from 5 to 7, but I still got charged 20 percent inefficiancy fo being at 7 sectors instaed of 5.
 
All new stuff here has no tech requirements, am I right? It really looks great, especially for RP and AAR. Really good work.

Are you considiering to add tech requirements for the new buildings in the future?

I will add tech for sure.

I found a bug. When I built the Ministry of Administration, it charged me maintenance and changed the number of core sectors from 5 to 7, but I still got charged 20 percent inefficiancy fo being at 7 sectors instaed of 5.

Yeah, I experience it as well. That seems to be a problem with the game itself.