Модификация добавляет Building Adjustments в игру Stellaris.
Оригинальное описание
Compatible with Stellaris 3.0.x
[ ] = Modder Commentary
Planetary Shield Generator:
— Soldier/Warrior Drone jobs 0 -> 1
— Upkeep is variable depending on situation:
1, no bombardment
20, selective, pox, or raiding bombardment
25, indiscriminate bombardment
30, armagedon bombardment
[The soldier job gives the building some benefit when not under bombardment while not encroaching on the role of the Stronghold. The variable upkeep keeps it from being a drain on the economy in peace time]
Betharian Power Plant:
— Technician jobs 4 -> 6
— Build cost 200 -> 400
[If someone is lucky enough to have this deposit on a planet, they should receive more of a benefit]
Alien Zoo:
— Entertainer jobs 1 -> 2
— Culture Worker jobs 2 -> 3
— Build cost 200 -> 400
— Upkeep 1 -> 2
[Same reason as Betharian Power Plant]
Bio Reactor:
— Energy produced 20 -> 40
— Food upkeep 25 -> 50
— Build cost 200 -> 400
[Took up too many building slots for what it gave]
Sentinel Posts:
— Hunter-Seeker Drone jobs 2 -> 3
[These buildings are needed on higher density gestalt worlds, but someone shouldn’t have to spend too many building slots on them]
Exotic Gas Refineries, Chemical Plants, Synthetic Crystal Plants:
— Jobs 1 -> 2
— Build time 480 -> 600
— Build cost 500 -> 1000
— Upkeep 3 -> 6
[Someone usually has to fill all the building slots of their basic resource production worlds with these in order to get enough. I would like to have a bit more freedom in how planets can be built. This also allows the refinery world designations to potentially not be driven useless by the ultra low job density.
These are probably the most impactful changes in this mod, but I would never go back]
Nanite Transmuter:
— Exotic Gas, Volatile Motes, and Rare Crystals produced 2 -> 3
[Only a couple of nanite deposits exist per galaxy]
Resource Silo:
— Storage added 2000 -> 8000
— Clerk jobs 2 -> 3
— Maintenence drone jobs 1 -> 2
— Build time 180 -> 360
— Build cost 200 -> 1200
[It was way too building slot inefficient, this makes it worth using]
Resource Silo (Starbase Building):
— Storage added 2000 -> 8000
— Build cost 50 -> 400
[Same reason as Resource Silo]
Hydroponics Bay (Starbase Building):
— Added Farmer Food Output +10% in system
— Upkeep 1 -> 3
[Encourages placement above farming worlds]
Nebula Refinery (Starbase Building):
— Minerals produced 10 -> 8
— Added Mining Station Output +80% in system
[Makes where it is placed exactly matter]
Black Hole Observatory (Starbase Building):
— Physics research produced 15 -> 20
— Additional Unchained Knowledge resolution 2 physics research produced 15 -> 10
[Less dependent on the Galactic Community]
Curator Think Tank (Starbase Building):
— Research of each type produced 5 -> 15
— Added 1 consumer goods upkeep (2 minerals for hive minds, 2 energy for machine intelligences)
[Was too weak for a unique building]
Art College (Starbase Building):
— Unity produced 10 -> 20
— Added 1 consumer goods upkeep (2 minerals for hive minds, 2 energy for machine intelligences)
[Was too weak for a unique building]
Hyperlane Registrar (Starbase Building):
Is obtained with the Hyper Drive II tech and instead provides the following bonuses:
— Hyper Drive Windup Time -50% (15 days)
— Hyper Drive Winddown Time -50%
— Jump Drive Range +30%
— Jump Drive Cooldown Time -50% (only applies when jumping into the Registrar system and staying there for full duration of recharge. Otherwise the timer jumps up by 100 days)
— Disengagement Chance +20%
— Upkeep 2 -> 4
[I was disappointed that Paradox gave up on this building in 2.6 and just changed its entire purpose. This is my try at buffing it.
The Hyperdrive Windup Time -20% (6 days) was too little for an effect that only applied in one system. I’ve also brought back the disengage chance bonus as this building was meant to be the opposite of the Communications Jammer.
As for the jump drive bonuses, this keeps it relevant late game when its hyper drive buffs start to be wasted. You can even set up an island chain of these to jump across as a lesser (but cheaper) alternative to gates]
Offworld Trading Company (Starbase Building):
— Added +1 trade collection range
[Adding on the Hyperlane Registrar’s previous effect makes it worth using as more than a filler on trade starbases. Nothing more needs to be done]
Trader Proxy Office (Starbase Building):
— Allowed to be used by gestalts
— For gestalts, provides 5 energy instead of 5 trade value with Unchained Knowledge resolution 3
Solar Panel Network (Starbase Module):
— Allowed to be used by non-gestalts once one day has passed
[It replaces the starting trade hub otherwise. If someone knows a more elegant solution, I would appreciate it]
— Energy produced 6 -> 8
— Additional Unchained Knowledge resolution 2 energy produced 6 -> 4
[Less dependent on the Galactic Community]
Regarding Annatar’s Real Space Mod:
— Allowed Black Hole Observatory and Matter Decompressor to be built around microquasars
— Also allowed Matter Decompressor to be built in systems with habitable worlds (e.g. Rogue Worlds from Planetary Diversity)
— Restricted Solar Panel Network from being built around microquasars
— Allowed Nebula Refinery to be built around planetary nebulas, luminous blue variables, wolf–rayet stars, and protostars
Compatibility information for this mod can be found in its thread below.
Как установить данный мод
Скачать архив. Распаковать. Скопировать мод в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/
Если папка отсутствует – попробовать запустить игру или создать папку самостоятельно.
Распаковать файл .mod в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod
Или просто воспользоваться кнопкой «Подписаться» (Subscribe) в Steam.
Мод должен появиться в лаунчере игры во вкладке моды – остается только активировать его.
Enjoy the game:)