Advanced Buildings & Armies (2.1+)

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Author: Will pick sniper

Last revision: 24 May, 2018 at 10:37 UTC (9)

File size: 1.03 MB

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Description:
Updates:

2/28/2018 :
– Another content update. Another mega-building series, Lighthouse of Knowledge is added. It is a powerful research building. It upgrades from Science Center -> Adv. Science Center -> Academy of Science -> Faith of Science -> Lighthouse of Knowledge.
– A couple of techs related to those buildings are added as Society/Statecraft ones.

2/26/2018 : (My god the year was wrong. People would had wondered how I got 2.0 update in 2017….)
-ANYWAY, this is first content update. Finally new three upgraded Paradise Domes are available to research and build. Techs requires some of the terraforming techs and hospital techs.
-Also, this starts my own version of mega-buildings…. I mean unique super powerful buildings. First is obviously super version of Paradise Dome, Lighthouse of Hope. Only 1 per empire, and provides massive bonuses. Upgraded from 3rd tier Paradise Dome.

2/24/2018 : Emergency update
-Peacekeeper armies are removed for now. Until I figure out how to get back them in… without comflicting normal defense armies which are now tied to buildings.
-Tech cost of Bio Lab 5 was 0, it is now fixed.
-Fixed several internal errors as well.

2/24/2018 : Finally! I stopped being lazy and updated this mod for 2.0!
– Fixed Machine Empire could not use buildings.
– Base file is now based on 2.0, so this should also kill other minor bugs and potential AI problems.
– For some reason, vanilla level 5 farm and mineral factory production value is only 7 rather than 8 (even weird thing is that level 5 power plant has correct value). From what I see, it seems a developer who tasked balancing the value tested both 7 and 8, and forgot to equate the number for the final release. I decided to roll back the farm and mineral to 8 instead of 7.

This mod adds several new resource buildings, labs and armies. Unfortunately, AI cannot use these four new armies added by the mod.
(Currrently thinking about add-on for the AI to use armies)
AI will use new buildings, however.

If you use Auto-build mod, you will notice that the Auto-build mod do not upgrade the buildings to added ones.
Sector AI (and empire AI in general) however will have no trouble building them.

What this mod adds:

-Level 6 and 7 Science research buildings for each categories. This mod also allows level 5 buildings to be built on non-capital worlds.
For materialists, these higher end research buildings will also generate unity.

-A science center which acts as general enhancer to science research buildings like energy grid and mineral processing building do. Automatically available after tier 3 science buildings for all three categories are researched.

-Level 6, 7 and 8 resource buildings for both energy and minerals.

-Special buildings for Wonder Maiden and Mech Warrior armies. Both buildings give some benefits to the planet where built.

-New, upgraded versions of Paradise Dome.

-The first of update for "Lighthouse" mega-buildings:

-Lighthouse of Hope, the ultimate version of Paradise Dome. Only 1 can be built.
-Lighthouse of Knowledge, the ultimate verison of Science Center. Only 1 can be built.

-Four new armies.
1) Peace Keepers : high-health defensive army that can be only used by pacifists.
2) Death Squads : mid-tier assault armies for authoritarian, xenophobes and militarist.
3) Wonder Maiden : stronger version of psionic army that needs a special building to be trained.
4) Mech Warriors : The strongest, the most expensive synthetic death machines that requires a massive and expensive factory to be built.

What this mod overrides:

-In order to make army icons work, this mod has to override these vanilla files.
1) icons.gfx
2) army_icon.dds

Any mods that edits these files will have trouble with armies’ icons broken. But at least it won’t stop the mod from functioning.