VF’s Colonial Armory and Workshop

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Author: VFacure

Last revision: 23 Jun, 2019 at 14:54 UTC (1)

File size: 1.02 KB

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Description:

The Energized Update

Added 4 base energy production for every building (because bioreactors)
Replaced one of the technician jobs for one artisan job
Switched upkeep from being 1 energy to being 1 mineral
Removed housing because who lives in a furnace?
Added +2 stab for every building because furnaces are scary

Most of the changes implemented because it should help you and the AI correct pesky energy deficits and spend even less building slots on civilian industries.

Tired of having crime on a 5 pop planet?
Sustain excruciating pain by having -20 consumer goods by 2210?
Don’t understand how a space-faring civilization would colonize outer planets with only miners?

Then this mod is for you.

I like my games mid by 2250, but I found that rushing early-game to get acceptable tech to beat the Khan is impossible without declaring martial law wherever you can and getting into it with huge deficits. I had to wait until 15 pops to get Holo-Theatres, Precints and Civilian Industries to make planets administration-worthy. As it came by, I realized that I had literally no fun just waiting for enough pops to growth to even be able to hold crime and crises back;

So I was in to change that.

In this mod I add two (biological non-hive empire exclusive, because I believe their buffing’s due) buildings, available by game start, that will ensure a less grinding early-game:

-The Colonial Armory (200 minerals, 180 days, 1 Mineral/Month):
+4 Base Amenities
+2 Base Stablity
+2,5% Faster Pop Growth
+4 Base Energy

+1 Enforcer Job
+1 Colonist Job
+1 Farmer Job
+1 Medical Worker Job

-The Colonial Workshop (200 minerals, 180 days, 1 Mineral/Month):
+4 Base Amenities
+2 Base Stablity
+2,5% Faster Pop Growth
+4 Base Energy

+2 Artisan Jobs
+1 Metallurgist Job
+1 Technician Job

The Technicians and Farmer jobs should make sure that these buildings and working pops are self-sustaining. Effectively, you’ll have less early game crime and instability, won’t feel the need to rush districts and won’t be crippled by deficit by your 4th planet.

Keep in mind that these buildings aren’t upgradeable, and will start to be pointless by +20 pops, which is when you should be starting to especialize anyway.

The extra alloys should also help the AI keeping up, giving you cooler early-game battles and making everybody achieves mid-game equipped enough.

That’s about it. This mod doesn’t replace literally any file, so it should be universally compatible.

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Revisions:

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