Advanced Buildings & Armies (1.7+) For Stellaris




Advanced Buildings & Armies (1.7+) For Stellaris

Updates:

6/16/2017 : Updated for 1.7.

5/23/2017 : Fixed the bug regarding pre-req for 7&8th tier power plants.

5/9/2017 : Updated for 1.6.

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.

-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.

Credits:
Will pick sniper
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