Buildings, Liberated

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Author: GnoSiS

Last revision: 15 May, 2025 at 14:44 UTC (2)

File size: 206.87 KB

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Description:

4.0.10 Release!! Enjoy!!!

Fresh from the Press, with Buildings Liberated, you can now build a significant number of buildings in any planetary zone building slot!!

Wanna throw a Stronghold in that Energy zone to protect your Oil Deposits? Wanna provide some adult entertainment with Holo Theaters to those poor miners? Now in the Year of our Lord 2200 AD, it is finally Possible!

You can build all buildings in all zones! Rejoice!

This mod supports all Origins, Gestalts, Machine Empires, Civics, Decisions, Events, Wilderness etc….

What about AI? Weights are not touched – AI will do what AI does.

*** Note 1: Building count limitations still exist – if a building is not spam-able in the game, it won’t be spam-able with this mod – you can just place it somewhere else.

*** Note 2: Building requirements are still enforced!

*** Note 3: The buildings were not touched at all, the mod affects only zone declarations.

*** Note 4: The Bentharian Power Plant itself has no deposit requirement, just a zone requirement so once you research it you can build it everywhere if I let it be. This is a PDX issue, if it’s not fixed, I’ll restrict it on 4.0 – Now that we are on 4.0, it’s restricted.

Notes on the game economy:

This mod assumes that buildings define where and how many can be used per colony. My mod just removes the restrictions for zones, so if a building says you can’t place it in a habitat, that remains. However if PDX restricted building to zones hopping that those zones would only appear in specific places/colony types, then this mod undoes that and could lead to a different economy. Even so, this mod is a different economy, cause you can overspecialise all 21 building slots, and play like you did in 3.14.

For Modders:

This mod is compatible with all buildings, as long as you put your buildings in a building_set identifier that the stock game uses. If you create new building_set identifiers or your mod touches district zones, then you need to patch the changes to mine. If you wish to restrict a spam-able building to a single zone, instead add a restriction per planet for 3 or whatever you feel is appropriate.

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Revisions:

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