Build Upgraded – Direct Construction of High Tier Buildings

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Author: Gratak
Last revision: 24 May at 19:41 UTC

Description:

updated to Stellaris 2.1: Pretty minor update from Stellaris side. I added a major change in how the mod works though. Increases compatibility strongly. Thanks to ExNihil for the idea on this.

updated to Stellaris 2.0. All building changes included. If you want to finish your 1.9 game or don’t like to update: Stellaris 1.9. Version has been uploaded: Build Upgraded (1.9 locked) – Direct construction of high tier buildings

Reworked Building Mechanics

Instead of always having to start with the lowest tier and then upgrade them, this mod will allow you to directly construct the highest tier building that is currently available on the planet of each building branch. All other tiers are hidden to keep the building interface as tidy as before.

The costs will be the sum of all upgrade costs you would usually have to do in order to reach this building. Building time is slightly reduced compared to the sum of the upgrade building times.

The mod leaves all vanilla building prices unchanged, except that upgrading from T0 (for example Basic Mines) to T1 is now actually cheaper than directly building T1.

Modding Resource

This mod is created via a python script. It parses the vanilla building files and creates the "Build Upgraded" versions from them. The same can be done with buildings from mods! To enable you to do this I’ve created a graphical interface to use the script (Python version and a standalone executable available. The standalone should run the scripts without any requirements you need to install). You can download it here[github.com].

Small Tutorial:
1. Start the GUI and go to "createUpgradedBuildings" tab.
2. "Add file(s)": "Stellaris/common/buildings/00_buildings.txt" (unless you have no dependence on vanilla buildings at all, not even capital building requirements. Check "Helper file". Contents of such a file will be used, but the buildings wont be output.
2b. If your buildings depend on any other buildings (other mods, other vanilla buildings): Add them the same way.
3. Add all building files of the mod you want to make compatible. Do *not* check the "Helper file" checkbox
4. In "Options", set a output folder, mod name and check "load order priority" and "join files".
5. Convert All

Language

This mod will work with all default Stellaris languages. All added localization files are just links to the according language. The script can additionally add links for any language you desire.

Compatibility

Savegame compatible: Can be added during a game as buildings are only added. If the mod removed during a game, all direct built buildings will probably disappear.
Mod compatibility: Should be compatible with any mod that does not change buildings (or the usage of buildings in triggers). Can be made compatible with basically any mod using the python script.

Compatibility Patches

Updated to 2.0:
Build Upgraded – Ancient Buildings: Comp. Patch (Buildable Ancient Buildings)
Build Upgraded – Autobuild Comp. Patch(AutoBuild)
Build Upgraded – Ethos Unique Techs and Buildings Comp Patch(Ethos Unique Techs and Buildings)
Build Upgraded – Novus Orbis Comp. Patch(Novus Orbis)

2.0. rework of comp patches WIP:
Build Upgraded – AlphaMod Comp. Patch (AlphaMod 1.9)

Standalone 2.0:
Core Game Mechanics: Buildings: This mod includes Build Upgraded as an option that is active by default.

Matching mod suggestion

For even more comfort with the remaining upgrading: :::Untedious Upgrading::: by Waesche is compatible with this mod. Can highly suggest you to use it alongside. Comp patch no longer needed!

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