James Fire’s CGM Ancient Buildings
Unfotunately, I am unable to regularly keep this up-to-date.
If anyone wants to update it, you can. I would also request that you send me the files that were fixed so I can fix this version.
This mod is an add-on to CGM Buildings that adds Fallen Empire tier buildings to the end of the tech tree. This will not work without it.
Currently, only the basic resource buildings are functional. (Energy, Minerals, Food)
Science Buildings are planned, plus upgrades to the Megastructure node buildings. We also don’t currently have direct build capability. Those will be coming soon.
These are only allowed on your capital, ringworlds, and Gaia/Machine worlds until you research a very expensive tech.
FE upgrade to mining complex. Total production is 4 plus 2x the tile.
FE upgrade to manufacturing complex. 10 minerals
FE upgrade to hydroponics. 10 food
FE upgrade to the Economic District. 10 energy
FE upgrade to Biofuel Plant. Total production is 6 plus 2x tile food.
FE upgrade to Isotope Refinery. Total production is 4 plus 2x the tile.
FE upgrade to Farming Complex. Total production is 4 plus 2x the tile.
The Empire Capital Complex has an energy boost once you research the power tech, as does the Planetary Capital, Habitat Capital, and Galactic stock exchange. (Plus the Machine equivalents)
Required items:
Click the title to search on this site.
!Core Game Mechanics: Buildings — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.