RimWorld

RimWorld

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Empire - Additional Buildings [DEFUNCT] [FEEL FREE TO TAKE OVER]
   
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Mod, 1.2
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229.669 KB
22 Apr, 2021 @ 7:54pm
28 May, 2021 @ 2:48am
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Empire - Additional Buildings [DEFUNCT] [FEEL FREE TO TAKE OVER]

Description
This mod adds 28 new buildings to the Empire mod; just enough so that every tier has at least one building that accommodates a specific aspect of settlement building, military, and each production type. Included are 5 Tribal, 4 Medieval, 5 Industrial, 8 Spacer, and 6 Ultratech buildings.

Additionally, this mod has files that change how buildings (from this mod and Empire) are named and, subsequently, organized. If you don't like that particular change, you can delete this mods 'Languages' folder with no repercussions.

NOTE: This has been playtested enough to know that it works, but I would very much appreciate feedback on balancing.

NOTE 2: The Empite .357 update has a number of problems as of writing. However, the Empire discord has version .356 available for download. This mod was made for version .356 and should be compatible with any version thereafter unless the building code format changes drastically.

BUILDINGS ADDED:

-TRIBAL-
Farmland - +0.5 base food
Ammunition Mines - +15% weapons production, -15% mining production
Tanning Workshop - +15% apparel production, -15% animal production
Psychedelic Drug Den - +5% research production, +0.3 happiness, -5% medicine production
Giant Hamster Wheel - +0.25 base power, -1 overmax worker

-MEDIEVAL-
Smithy - +0.5 base weapons, -5% mining production
Underground Mine - +0.5 base mining, -5% logging production
Mills - +0.25 base power, +5% food, weapons, apparel, logging production
Servant Housing - +4 max worker, +4 overmax worker, +5 worker cost

-INDUSTRIAL-
Junk Food Factory - +25% food production, -0.5 happiness and unrest
Textile Factory - +0.5 base apparel
Local Zoo - +0.5 base animals, +0.3 happiness
Tree Farm - +0.5 base logging, +5% logging production
Industrial Mining Equipment Depot - +20% mining production

-SPACER-
Food Reconstruction - +50% food production
Mechanoid Salvage Shop - +0.5 base weapons, +5% combat efficiency
Clothing Printers - +50% apparel production
Synthetic Wood Factory - +50% wood production
Asteroid Magnet - +20% mining production, -0.5 happiness, +0.5 unrest
Worker Bots - +10 max worker, +7 overmax worker
Subliminal Message Center - +0.5 loyalty, -0.5 unrest
Cloning Lab - +20% animals production, +0.25 base research

-ULTRA-
Archotech Light Converter - -3 military level, +75% food, weapons, apparel, logging, mining, medicine
Archotech Animal Beacon - +100% animals production
Trapped Archotech AI - +100% research, +0.5 unrest
Union Offices - +10 max worker, +10 overmax worker, +50 worker cost, -0.75 unrest, +0.75 hapiness, loyalty
Orbital Space Laser - +2 military level
Transdimensional Market - +80 tithe modifier, +25% tax
Popular Discussions View All (1)
0
22 Apr, 2021 @ 10:14pm
Balancing Suggestions
Veronika Holmes
48 Comments
TheSeaMoon 14 Aug, 2023 @ 10:26am 
I have integrated this mod into the Empire 1_4 (Continued) mod
TheSeaMoon 13 Aug, 2023 @ 11:18am 
I am going to be integrating this mod into the Continued Version of Empire I am updating, I wanted to inform you so you knew, it will take a few days to do it because I have other stuff going on but it will be done
Killerkitty641 16 Sep, 2022 @ 3:37pm 
Fair enough, thank you for letting me know
Veronika Holmes  [author] 16 Sep, 2022 @ 2:51pm 
There is not. However, should someone like to take over or even merge this with the Empire mod, assuming they're in a position to do that, they are free to do so.

If someone does this, I do ask that I be notified so that I can redirect from here to any new mod page(s).
Killerkitty641 15 Sep, 2022 @ 9:03am 
Out of curiosity, is there a plan to update this mod? It was really handy and I'd like to use it again
Mlie 8 May, 2022 @ 12:54pm 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamproxy.net/sharedfiles/filedetails/?id=2599504692
Hope it helps!
Mortul 25 Jan, 2022 @ 10:40pm 
Ah that’s good to know. Both from you @Veronika Holmes and @Get Donked on. I tend to take big breaks in between so if it is indeed linked to research I might have just forgotten!
Fixed it in a different way for myself so it should be fine.
Veronika Holmes  [author] 25 Jan, 2022 @ 9:38pm 
Tech Advancement and Empire have some finicky conflicts that can pop up now and again. There's not much I can do about that, but at least you know how to tweak the files to work around that issue.
Get Donked On 25 Jan, 2022 @ 3:01pm 
empire tech level is linked to certain researches not player tech level in your management tab you can click actions> check tech level it tells you your empire tech level and how to level it up
Mortul 25 Jan, 2022 @ 1:42pm 
I sorta figured it out or atleast have a guess why it didnt work. I am playing with the Tech Advancement mod and have some custom setting made there so your mod didnt seem to recognize the techlevel i currently have and therefor now showing me building that require a certain level. I kinda fixed this for myself by changing the required techlevel in the defs.
I cant 100% say that it is Tech Advancement causing this since i have quite a few mods installed currently so its just a guess.
Anyways got it fixed but just wanted to give you a heads up for updating that there MIGHT be an incompatibility there.