AlphaMod: The Frontier (2.1)

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Author: AlphaAsh

Last revision: 3 Jun, 2018 at 18:06 UTC (1)

File size: 156.67 KB

On Steam Workshop

Description:
Initial colony development automation.

Requires AlphaMod 2.1.

Combining the features of Shanty Town and some deprecated buildings originally found in earlier versions of AlphaMod, this supplement automates the initial development of new colonies for both the player and AI empires.

Upon completing colonising a world, a Frontier Provisioner will be placed on a food tile. Frontier Towns will be automatically (and freely) constructed on energy and minerals tiles as the population on the planet grows. These can upgrade (again automatically and freely) to Frontier Cities, and then to Mining Networks, Power Plants or Natural Fuels Sourcers.

This process ceases as soon as the planet’s capital is upgraded. The planet is no longer a ‘frontier world’.

Machine Intelligences have no equivalents to the buildings in the mod and therefore do not have any automation of frontier worlds.

SWITCHING IT OFF
No I didn’t include that. Try the mod with a new game and see if you like the feature. If you don’t, disable the mod and abandon that game.

PLANS
The automation will be extended somewhat to include some of the ethic-specific buildings found in AlphaMod.

COMPATIBILITY
Requires AlphaMod 2.1.
Built against Stellaris v2.1.
Should be fine with an existing save-game.
No vanilla files are over-ridden.
Disabling the mod and then continuing a game that had it enabled will break that save.

LOCALISATION
Polish by Mr.Kocur: https://steamcommunity.com/sharedfiles/filedetails/?id=1414951042

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AlphaMod 2.1Steam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.