VF’s Techs and Buildings

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Author: VFacure

Last revision: 20 Jan, 2023 at 07:13 UTC (6)

File size: 18.27 MB

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Description:
-More important than ever!-

Compatible with 3.6.x

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So, I’ve been thinking: in Stellaris there’s a pretty clear class – or stratum, whatever – divide. Miners mine and be poor, artists art and do ok and administrators administrate and do great. The catch is, if there’s anything that modern times have thought us is that our situation (resource-wise) was never been better, and the people that operate the heavy machinery to mine and produce energy do quite well financially. This, amongst other observations – which I intend to point out – , led me to a few more thoughts and I’ve come to the conclusion that:

Jobs in Stellaris don’t make sense.

I mean, in the real world they wouldn’t. I mean, in my perception of the real world they wouldn’t:

Why would a planet have to reach the equivalent of Earth’s population on 2200 just to build a Police Station, a Hospital, some farms and, if you’re lucky, a Theatre?

Why do post-industrial species rely on a social pyramid as well distributed as a medieval one, which so few specialized workers?

From my experience, Stellaris, specially when heavily-modded, is a resource managment nightmare. You can’t supply primary and secondary resources without enough pops to plop down buildings and employ on, and when you do get more pops, everybody suddenly has to eat and have 5 TVs per house. How come folks can’t produce surplus as SPACE FARING CIVILIZATIONS?

Planets don’t have appeareant Infrastructure, nor do colonists, two centuries from now on, have the option to just plug a 3D printer and starting making weapons out of it. Why can’t we just assemble some field printers instead of having to wait for a metropolis to grown and then construct a single factory?

Planetary infrastructure and buildings don’t grow organically. It’s either overwelming your colony with buildings or letting it say unemployed.

Why are there billions of sentient beings, capable of abstract thinking, at any given time in the galaxy single-handedly working on generators?

I understand these are core game-mechanics, and Stellaris is not to be a 100% accurate fermi paradox breaking simulator as much as a nice number equilibrium generator. It’s the purpose it serves and I can respect that, but boy do I want to play it differently.

Considering I’m as much of a deviant as I’m of a good-enough modder, I present to you the logic evolution of my Colonial Buildings mod, the (just) Buildings mod!

I’m introducing a few buildings, being some of them upgradeable, to make Stellaris a little bit more of what I like it for. Less resource managment, more specialists, more roleplay and much, much less red numbers on the counters. And thus, I present thee:

The Buildings!…


The Field Armories
The Civic Plazas
The Civil Service

The Modular Workshops
The Manufacturing Complexes
The Grand Atelier

The Central Logistical Hub
The Integrated Orbital Hub

The Structural Residences

The Refinery Stations

The Circumstellar Matter Dock
The Circumstellar Matter Anchorage
The Meteorite Mills

The Beta Tunnel Complex
The Beta Tunnel Arrays
The De-Scattering Cells

The Bio-Plastics Plant
The Bio-Plastics Facilities

The Stellar Wharf
The Interstellar Harbor
The Sidereal Bays

The Paradise Resorts
The Celestial Paradise

The Sanctuary Hubs
The Sky Sanctuary

The Lyceum
The Museum

The Tetra-Siderurgy

…and the Jobs!


The Lifter
The Enricher
The Manufacturer
The Tunneller
The Prospector
The Synthesizer
The Preserver
The Bonvivant
The Siderurgist
The Engineer

The Logistician
The Functionary
The Archaeologist

This is all available from game start and is 100% Save Game compatible. Not all of those are available to hive-minds or Gestaslts.

Planets should now produce more unity and be more orderly, prosperous, industrialized, economically dynamic and immersive, as you’d expect from a galaxy-exploring society. I personally recommend this playing with a higher tech/tradition cost, as the extra research and unity will make a big difference and make the game rather easier otherwise.

Techs that boost resource outputs influence new jobs, so they’ll never get outclassed:
Miner upgrades boost Prospector mineral output;
Technician upgrades boost Tunneller energy output;
Artisan upgrades boost Manufacturer CG output;
Administrator upgrades boost Lifters, Logisticians and Syndics;

>inb4 building no need tech
Now they do. They are hilarously cheap to research though. A few of them require Anti-Gravity Engineering research, btw. The technology for the Refinery requires all synthetic strategic resource techs to be researched.

My goal here is to make potential fun in Stellaris arise earlier, and provide an immersive space-faring experience from the get-go. Do not expect having a harder time with this than you’d have with this mod off. That’s the whole point, honestly. There are mods out there that make the experience of playing much harder in other aspects, so why not making resource managing less painful while dealing with FEs on 2250?

AI is technically heavily encouraged from using it, and so my tests confirm.

Doesn’t alter a single file, and uses it’s own acronyms, so it’s omnicompatible with absolutely everything.

Files added are common/buildings/00_vfb.txt, common/pop_jobs/00_vfb_jobs.txt and respective localisation and gfx files

Keep in mind localisation is non-english friendly, although not exactly translated.

Have fun, you not-XIXth-century-ruler!

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