Reworked Buildings and AI

# What does this mod do?

This mod offers a rather radical rework of all Stellaris buildings. It began as a version of my ExOverhaul: Buildings mod but I decided to make some serious changes to the mod and therefore decided to release this as a separate version.

# Specific Changes

Here the specific changes are grouped and listed.

## Resource Buildings

* Tier 0: 25 minerals, 5 energy, 0.5 upkeep. 150 days build time.

* Tier 1: 50 minerals, 15 energy, 1 upkeep. 180 days build time.

* Tier 2: 75 minerals, 30 energy, 1.5 upkeep. 210 days build time.

* Tier 3: 100 minerals, 45 energy, 2 upkeep. 240 days build time.

* Tier 4: 125 minerals, 60 energy, 2.5 upkeep. 270 days build time.

* Tier 5: 150 minerals, 75 energy, 3 upkeep. 300 days build time.

* Habitat: 200 minerals, 100 energy. 3 upkeep. 360 days build time.
	+ Note: Habitat buildings don't need to be upgraded, so their base construction costs are higher.
* Special Resource: 150 minerals, 50 energy, 3 upkeep, 270 days build time.

## Planet Unique Building

* Tier 1: 200 minerals, 50 energy, 3 upkeep, 270 days build time.
* Tier 2: 225 minerals, 75 energy, 3.5 upkeep, 360 days build time.
* Tier 2: 250 minerals, 100 energy, 4 upkeep, 540 days build time.

## Empire Unique and Capital Buildings

* Tier 1 Capital: 200 minerals, 200 energy. 480 days build time.
* Tier 2 Capital: 300 minerals, 300 energy. 960 days build time.
* Tier 3 Capital: 500 minerals, 500 energy, 100 influence. 1440 days build time.
* Empire Unique Buildings: 400 minerals, 400 energy, 50 influence. 1080 days build time.

## Standard Resource Buildings

The mod overhauls the vanilla buildings as specified below.

### Energy/Mineral/Food buildings

Rebalanced according to t0 (basic) to t5. Research buildings have been rebalanced from t1 (basic) - t5.

### Habitat resource buildings

Prices rebalanced. Astro-Mining Bay out increased to +6 minerals (was +4) to make it competitive with solar power collectors.

### Mineral Processing Plant I/II

Rebalanced as planet unique building t1/t2 respectively.

### Power Hub/Nexus

Rebalanced as planet unique building t1/t2 respectively.

### Mineral Silos

These buildings were replaced by new buildings called **Hyperstorage Facilities**:

* Hyperstorage Facility I: +1500/+1500 mineral/energy storage cap. +1/+1/+1 mineral/energy/food adjacency bonus.
* Hyperstorage Facility II: +1500/+1500 mineral/energy storage cap. +2/+2/+2 mineral/energy/food adjacency bonus.
* Hyperstorage Facility II: +2500/+2500 mineral/energy storage cap. +2/+2/+2 mineral/energy/food adjacency bonus. -10% pop consumer goods cost on the planet.
	+ Note: The hyperstorage buildings get their own tech unlocks and are not tied to mineral processing like mineral silos are.

## Capital and Ringworld Unique Resource Buildings

* The capital unique tier 5 mineral/energy/food buildings were reworked to give +1 adjacency bonus of their respective resource
* The capital unique tier 4 lab buildings were reworked to give +1 adjacency bonus of their respective research field
* Ringworld/Machine Worlds get a special enhanced version of the tier 4 mineral/energy/food buildings. These buildings have a +1 higher yield of that respective resource as well as a +1 adjacency bonus.
* Ringworld/Machine Worlds get a special enhanced version of the tier 3 research lab buildings. These buildings have a +1 output and +1 adjacency bonus in their respective research field.

## Capital Buildings

Mod adds food output equal to 50% of its total energy production to all organic capital buildings. Machine empire/synthetic empire get minerals instead. This addition is meant to help prevent the A.I. starvation bug/machine empire weakness.

### Planetary Administration/Administrative Array

Added society, engineering and physics research adjacency bonuses (1/1/1). Ethics attraction bonus reduced to +10% (was 15%).

### Planetary Capital/Planetary Processor

Added society, engineering and physics research adjacency bonuses (2/2/2).

### Empire Capital-Complex/Primary Nexus

Unity bonus increased to 4 (was 3), energy bonus increased to 10 (was 8). Added +1 influence output. Added +250 influence storage cap bonus. Increased the government ethics attraction bonus to +20% (was 15%). Added society, engineering and physics research adjacency bonuses (3/3/3).

### Habitat Administration

Energy output reduced to 4 (was 6), unity output reduced to 1 (was 2). Added minerals, energy, food, physics, society and engineering research adjacency bonuses +1/+1/+1/+1/+1/+1. Added +1000/+1000 energy/mineral cap bonuses. Reduced ethics attraction bonus to +15% (was 20%).

## Empire Unique Buildings

All Empire Unique Buildings rebalanced to empire unique stats (see above)

### Galactic Stock Exchange

Energy output increased to 20 (was 10). Added +5000 Energy cap bonus.

### Ministry of Benevolence

Unity output increased to 12 (was 6). Added +5% citizen happiness.

### Research Institue

Increased research output from 5/5/5 to 8/8/8.

### Psi Corps

Unity output increased to 12 (was 10). Governing ethics attraction increased to 15% (was 5%). Removed the unrest bonus.

### Hive Nexus

This is the empire unique unity building of Hive Minds, it is identical to alpha hub/autocurating vault stat-wise.

### Singularity Core

Increased research output from 5/5/5 to 8/8/8. Replaced all technology +5% bonus with +20% physics research bonus.

### Probability Engine

Energy output increased to 20 (was 10). Added +5000 Energy cap bonus.

## Planet and Tradition Unique Buildings

All Planet Unique Buildings rebalanced to planet unique t1/t2 stats (see above).

Cloning Vats: rebalanced as t2 planet unique building. Replaced the +4 society research output with +4 food output. This building becomes much more important with ExOverhaul: Army installed and active.

Planetary Shield: rebalanced as t2 planet unique building. Replaced the physics and engineering research output and replaced these with +2 unity. Added +5 pop happiness bonus. Increased the planetary fortification bonus from +100% to +400%.

Gene Clinic: rebalanced as t1 planet unique building. Society research output reduced to +1. Increased the pop growth bonus to 15% (was +10%).

Gene Hospital: rebalanced as t2 planet unique building. Reduced the society research output to +2. Increased the pop growth bonus to 30% (was +20%).

Military Academy: rebalanced as t2 planet unique building. Replaced the engineering and society output with +2 unity. Increased the army damage bonus to 25% (was 10%), added + 25% army health and army morale bonuses. Increased the army build speed bonus to 50% (was 25%). Added +100% planet fortification bonus. Added +15% militarist ethics attraction. A.I. instructed to avoid building this if pacifist and prefer building this if militarist. This building also becomes much more important with ExOverhaul: Army installed and active. This building was restricted to non-hive/non-machine empires only.

Hive Warground: this is the hive-mind only version of the Military Academy. It has identical stats and icon, but a different name and description.

War Factory: this is a Machine Terminator exclusive building in vanilla, but in vanilla, this is pretty much a crap deal since armies are not that important. I decided to make this into the machine empire/synthetic empire equivalent of the military academy. As such this building is unlocked for machine/synthetic empires with the tech Centralized Command (like military academy). I rebalanced this building as t2 planetary unique building. Increased the army damage bonus to 25% (was 10%), added + 25% army health and army morale bonuses. Increased the army build speed bonus to 50% (was 25%). Added +100% planet fortification bonus. Added +15% militarist ethics attraction. A.I. instructed to avoid building this if pacifist and prefer building this if militarist. This building also becomes much more important with ExOverhaul: Army installed and active. Finally, to make sure it still has something good for Machine Terminators - this building has a triggered resource bonus only for machine terminators, which gives them +2 unity alongside the nice engineering research bonus.

Spare Parts Depot: rebalanced as t1 planet unique building. Removed the society research output. Added a -10% robot build cost bonus. Added a -5% consumer goods cost bonus.

Assembly Yard: rebalanced as t2 planet unique building. Removed the society research output. Added a -20% robot build cost bonus. Added a -10% consumer goods cost bonus.

All Unity Buildings: rebalanced as t1/t2/t3 planet unique buildings. This is true for both the default unity building chain, the spiritualist building chain, and the machine empire building chain. **I also added special hive-mind unity buildings, which are missing in vanilla. These buildings have the same stat as the normal/machine empire buildings.**

All Tradition Unique Buildings rebalanced to planet unique t3 stats (see above list)

**Paradise Dome**: reduced food output to 3 (was 4), increased unity output to 3 (was 2). I also changed the food into a triggered effect, so if and when a player does synthetic ascension the food bonus is replaced by a (+3) energy bonus :).

**Visitor Center**: increased unity and energy output to 3/3 (was 2/2). This building cannot be built by xenophiles.

**Plurality Forum**: this building is a new xenophile only version of the visitor center. It unlocks via the same tradition. It gives 4 unity, 4 energy, and 4 society research. And +65% xeno migration pull, +10% habitability and +20% xenophile ethics attraction.

**Hive Synapse**: energy output increased to +4 (was 2).

**Symbol of Purity**: unity output increased to +4 (was 3).

**Control Center**: energy output increased to +4 (was 2).

## Civic Unique Buildings

**Organic Sanctuary**: gives +2% robot pop production bonus on planet. Added +1 food output.

**Organic Paradise**: upkeep increased to 2 (was 1). Gives +2% robot pop production bonus on the planet. Added +1 food output.

**Nutriant Facility**: rebalanced as t2 resource building, but output was kept the same (t4 equal)

**Neuro-Electro Amplifier**: rebalanced as t3 planetary unique building.