Stellaris - [3.0.3][bfcc] Can have both a research institute and a planetary supercomputer if conquered (wrong destroy trigger)

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YokoZar

Second Lieutenant
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Sep 25, 2018
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Description
[3.0.3][bfcc] Can have both a research institute and a planetary supercomputer if conquered (wrong destroy trigger)

Game Version
3.0.3

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?

No

Please explain your issue is in as much detail as possible.
These two buildings are supposed to be switched between one-another when conquered by gestalts/normals, however it is possible to end up with both when gestalts conquer organic and vice-versa.

buildings/05_research_buildings.txt
Code:
building_institute = {
    base_buildtime = @b2_time
    base_cap_amount = 1

    category = research

    potential = {
        NOT = { has_modifier = resort_colony }
        NOT = { has_modifier = slave_colony }
        exists = owner
        owner = { is_regular_empire = yes }
    }

    destroy_trigger = {
        exists = owner
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
            owner = {
                is_gestalt = no
                is_regular_empire = no
            }
            buildings_no_exotic_gases = yes
        }
    }

    convert_to = {
        building_supercomputer
    }

This should be:
Code:
    destroy_trigger = {
        exists = owner
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
            owner = { is_gestalt = yes }
            owner = { is_regular_empire = no }   
            buildings_no_exotic_gases = yes
        }
    }

Similarly, for supercomputer:
Code:
building_supercomputer = {
    base_buildtime = @b2_time
    base_cap_amount = 1
    icon = building_institute

    category = research

    potential = {
        exists = owner
        owner = { is_gestalt = yes }
        NOR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
        }
    }

    allow = {
        has_major_upgraded_capital = yes
    }

    destroy_trigger = {
        exists = owner
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
            owner = {
                is_gestalt = no
                is_regular_empire = no
            }
        }
    }

    convert_to = {
        building_institute
    }

This should be:
Code:
    destroy_trigger = {
        exists = owner
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
            owner = { is_gestalt = no }
            owner = { is_regular_empire = no }
        }
    }

This bug has been confirmed by several players in another forum.


Steps to reproduce the issue.
Place research institute on planet, conquer.

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  • 05_research_buildings.txt
    9,3 KB · Views: 0
Last edited:
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Is this really a bug? Not withstanding mistakes in triggers, should the behaviour be changed?

In 2.7 & 2.8 I conquered planets with planetary super computers and was able to add science directorates; they appear to be different facilities and as not many planets have either it hardly seems game breaking imbalanced to allow continued use of facilities. In fact I rarely created significant research on those conquered planets as it makes more sense to have a few high bonus tech worlds.

Usually when taking over a planet, buildings are converted into familar terms, but this seemed like capturing FE/AE arcane technology that produce energy, consumer goods and strategic resources. I notice they loose some of their effects after, like no dark matter for instance despite having the tech.
 
Ah man. I like this bug, especially as a gestalt (science directors are amazing for amenities-starved gestalts). Probably better to have it fixed though.