• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

Valgar

Recruit
19 Badges
Feb 7, 2017
9
0
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Stellaris: Necroids
  • Island Bound
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
In order to improve of army modding. There is a problem with the impossibility of fine-tuning morale damage.
  1. In "00_defines.txt" add variables such as "BASE_MORALE_DAMAGE_MIN" and "BASE_MORALE_DAMAGE_MAX".
  2. Untie the morale damage from multiplication by parameter "morale" in "00_armies.txt".
  3. "MORALE_DAMAGE_MULT" generally cleaned as harmful.
 

NilusBavarius

The grumpy Hermit
15 Badges
Aug 26, 2008
698
0
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings II
What I would really like to see is a modifier for construction ship build speed, ...
Have you already tried via the normal Syntax:

Code:
  shipsize_constructor_construction_speed_mult = 0.5
  shipsize_constructor_build_cost_mult = -0.2

???
 

Boristus

No QA testing, we die like men
56 Badges
Jan 1, 2010
145
158
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • Hearts of Iron IV: Death or Dishonor
  • Prison Architect
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Conclave
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III: Royal Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mare Nostrum
Have you already tried via the normal Syntax:

Code:
  shipsize_constructor_construction_speed_mult = 0.5
  shipsize_constructor_build_cost_mult = -0.2

???
That increases the speed at which the construction ships are built, not the speed they build at.
I'll play around with the syntax, though. I'll probably need separate modifiers for mining stations and research stations.
 

NilusBavarius

The grumpy Hermit
15 Badges
Aug 26, 2008
698
0
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings II
That increases the speed at which the construction ships are built, not the speed they build at.
I'll play around with the syntax, though. I'll probably need separate modifiers for mining stations and research stations.

Defines:

Code:
  CONSTRUCTION_SHIP_WORK_SPEED_MULT = 1 # Construction ship construction speed multiplier

maybe you can use this as modifier oO°?
 

Boristus

No QA testing, we die like men
56 Badges
Jan 1, 2010
145
158
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings III
  • Hearts of Iron IV: Death or Dishonor
  • Prison Architect
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Conclave
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Stellaris: Galaxy Edition
  • Crusader Kings III: Royal Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mare Nostrum
Defines:

Code:
  CONSTRUCTION_SHIP_WORK_SPEED_MULT = 1 # Construction ship construction speed multiplier

maybe you can use this as modifier oO°?
I already found them (shipsize_mining_station_construction_speed_multi and shipsize_research_station_construction_speed_multi), but the defines one is useful too; I missed it when I was looking for the station construction speed entry.
 

NilusBavarius

The grumpy Hermit
15 Badges
Aug 26, 2008
698
0
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings II
I already found them (shipsize_mining_station_construction_speed_multi and shipsize_research_station_construction_speed_multi), but the defines one is useful too; I missed it when I was looking for the station construction speed entry.

The quoted ones would work for the "specific" Stations only, the other for "all"... if it even works - haven't tested it. Please create a Topic/Post "here" (to avoid blowing up the "Quick Questions" and "Modability Suggestions" Post), so we can gather more specific Information and follow the workflow - Interesting!
 

Talvos

First Lieutenant
67 Badges
Mar 23, 2009
230
79
  • Heir to the Throne
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities in Motion
  • Europa Universalis III Complete
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sons of Abraham
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings III
  • Stellaris: Leviathans Story Pack
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Magicka 2
  • Humble Paradox Bundle
  • Crusader Kings II: Way of Life
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
Could how construction ships work be reworked to be more modable - more specifically with regards to civilian stations? I would want the ability to build stations given certain criteria. For vanilla, mining stations would be enabled around objects with a mining resource. Perhaps you could designate custom station X to be built around planets with a certain flag?

In addition, could station missions be reworked to not just be observation stations? Right now only observation stations have the ability to be given missions. I'd ideally like to be able to let construction ships build custom civilian stations, and those stations be allowed to be given missions.
 

jarnomiedema

First Lieutenant
96 Badges
May 28, 2006
210
81
  • Cities: Skylines - After Dark
  • Sengoku
  • Victoria 2
  • Victoria 2: A House Divided
  • Warlock 2: The Exiled
  • War of the Roses
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Semper Fi
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
I would like to see more support be given to the various types of rooms we can include in Stellaris.

As one of the creators of the 'Diverse Rooms' mod, I'm a little dissappointed by the fact that we can only limit ourselves to AI personality, civics and ethics to assign rooms..

The file 'rooms_textures.txt' in gfx\portraits\asset_selectors mentions the following,

Code:
#will run with a limited country scope. species and government is set but the country does not actually exist

after which we get lines like these:

Code:
        "personality_hegemonic_imperialists_room"     = { has_ai_personality = hegemonic_imperialists }
        "personality_federation_builders_room"         = { OR = { has_ai_personality = federation_builders has_ai_personality = fanatic_befrienders } }
        "personality_democratic_crusaders_room"     = { has_ai_personality = democratic_crusaders }
        "personality_evangelizing_zealots_room"     = { has_ai_personality = evangelising_zealots }
        "personality_migrating_flock_room"             = { has_ai_personality = migrating_flock }

I would really like to see this changed, to allow us to assign rooms to classes of species, planet type or government types or a combination of all types. There are several insectoid hive environments for instance, but they would absolutely not fit hiveminds from other types of species..

Plus, the more options, the better! Right now, it seems like the AI will never pick any of the new rooms we've created, no matter what. They will always assign themselves the approriate rooms for their AI personality as set by Paradox. It seems like they refuse to pick a room at random if the AI personality is added to other rooms as an option..
 

CrazedSeal

Fanatical Purifier
68 Badges
Mar 17, 2012
194
4
  • Cities in Motion
  • Victoria: Revolutions
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Semper Fi
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Common Sense
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
I'm not sure if you're able to do this already, but I would like the ability for buildings to be unable to be demolished/replaced unless a certain condition is met.

Code:
building_plague_memorial = {
    is_listed = no
    icon = "building_religious_monument"

    planet_modifier = {
        pop_happiness = 0.1
    }
    
    
    allow_demolish = {
        has_technology = "tech_history_alteration"
    }
    
    cost = {
    }
    required_resources = {
    }
    produced_resources = {
    }
    upgrades = {
    }
    
    ai_replace = no
    event_building = yes
}

Essentially the player/AI/controller of the building would be unable demolish it unless a certain condition is met, the example i used above is that unless the player has the technology History Alteration (which I just made up) then they would be unable to replace/demolish it.

Why you may ask?

I have an idea to simulate corporate holdings within an empire, as the player would be unable to touch buildings that were corporate "owned."

Just a thought, however if it's too much work to get it to work don't bother, I'll find a different way to do it :)
 

NilusBavarius

The grumpy Hermit
15 Badges
Aug 26, 2008
698
0
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Mount & Blade: Warband
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings III
  • Crusader Kings II
Well, beside some very good Points which where already mentioned before, there is definately a need for this modifier in the defines.txt:

Code:
NShip = {
 MILITARY_POWER_STRIKE_CRAFT_MULT    = 0.50 # overall military power of Strike Crafts is lowered due to being vulnerable to PD
}
 

grackul

Private
139 Badges
Jul 14, 2012
13
3
  • Majesty 2
  • Gettysburg
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Warlock: Master of the Arcane
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • For the Motherland
  • March of the Eagles
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Rome: Vae Victis
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Commander: Conquest of the Americas
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • A Game of Dwarves
  • Darkest Hour
  • Dungeonland
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
It will be nice if we could easier choose which buildings sets we want for specific planet classes, because now I have to replace whole 00_buildngs.txt and habitat_buildings.txt to be able to build habitat buildings on my new custom planet class.
 

petruxa

Second Lieutenant
27 Badges
May 17, 2016
155
35
  • Crusader Kings II
  • Rome Gold
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Stellaris: Megacorp
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka 2
  • Rome: Vae Victis
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Sword of the Stars
It will be nice if we could easier choose which buildings sets we want for specific planet classes, because now I have to replace whole 00_buildngs.txt and habitat_buildings.txt to be able to build habitat buildings on my new custom planet class.

I agree. This is really uncomfortable that we always have to overwrite the whole file (bulding or technology, for example) in order to modify a single entry there. This invokes a lot of compatibility issues with other mods. Meanwhile it's already been fixed for Policies, so I believe it's possible to other stuff as well.
 

littleraskol

First Lieutenant
25 Badges
May 29, 2013
222
10
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
It will be nice if we could easier choose which buildings sets we want for specific planet classes, because now I have to replace whole 00_buildngs.txt and habitat_buildings.txt to be able to build habitat buildings on my new custom planet class.
Is it possible to create custom copies of the buildings you want that do the same thing?
 

Yandersen

First Lieutenant
3 Badges
May 30, 2016
255
85
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
I have a suggestion regarding utility slots system rework to open the possibility of adding larger ship sizes without the need of additional sections with tons of slots. Right now we have 1L slot device functionally equal to 2M or 4S devices. I suggest to rebalance utility items so that 1L=8M=64S. I already implemented this system in my mod here: Ships Reworked. However, this makes SR incompatible with any other ship adding mod, since everybody base on the vanilla slot system. As the result, any large ships other mods add end up with multiple sections and millions of slots. Rebalancing the vanilla slot system into SR slot system will give hard time to modders since they will have to reconfigure all ship sections and components, I understand, therefore I suggest to do this in beta-patch first to give the community time to adjust their mods to the new system.

Alternatively it can be achieved by the addition of new slot sizes above Large, of course. It may be even better solution since weapons need larger tiers anyway. But this problem must be solved one way or another before Dreadnought and Titan ship sizes introduced (as early Adams patch notes suggested).
 

Mitchz95

Field Marshal
17 Badges
Feb 4, 2016
3.532
2.549
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
Is it possible to create custom copies of the buildings you want that do the same thing?

Kind of. If a building is redefined in a file that loads after the core file, the second definition will--in most contexts--be the only definition of that building. You will, however, see multiple instances of the same building show up in upgrade options. It is therefore best to avoid doing this except for buildings that are not part of an upgrade chain.
 
Status
Not open for further replies.