pasobcafe.blogg.se

Cities skylines mods nexus
Cities skylines mods nexus






cities skylines mods nexus

Owning a system with an inactive Gateway drastically increases the chance for the Gateway Activation technology to appear, which is required to reactivate them. The number of abandoned gateways can be scaled by galaxy settings. The number of jobs offered depends on whether the empire has the Driven Assimilator civic.While exploring the galaxy, empires can find abandoned gateways that were once part of a massive, galaxy-spanning network. Machine Intelligence empires use buildings similar to regular empires and will convert to or from them if a planet is conquered by an empire with different authority. This is where the fate of the galaxy is decided.

cities skylines mods nexus

The organizational core from which the Hive Mind coordinates planetside functions.Ī sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.įrom this massive structure, the Hive Mind governs the Galactic Imperium. Hive Nexus benefit from Maximized Productivity despite being a tier 3 capital building. They are the equivalent to the level 2 and 3 capitals of other empires for conversion purposes, even if the world previously contained a level 1 or 4 capital.

cities skylines mods nexus

Hive Mind empires only have two capital buildings. Sprawling and luxurious palaces that house the ruling elite of the Thrall-World. The lavish palace from which this Thrall-World is governed. +2 Administrator if not Corporate authority.+2 Roboticist if Synthetic Evolution ascension perkĪ huge sprawling complex capable of administrating an even greater number of resorts and tourist attractions.The central complex from where this planet-wide resort is administrated. +1 Roboticist if Synthetic Evolution ascension perk.+1 Administrator if not Corporate authority.Resort Worlds and Thrall Worlds have their own unique capital buildings. Amenities: +5 if not Gestalt ConsciousnessĪn extensive complex of bureaucratic offices that oversees the administration of a highly-populated habitat.The administrative hub of the Habitat, serving as its capital and the seat of the local government. Amenities: +3 if not Gestalt Consciousness.Habitats have their own capital buildings. If there is a bright center to the galaxy, this is it. The remains of a Colony Ship, reassembled for planetside form and function.Ī sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.Ī towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.Ī massive palace complex fit for the greatest empire history has ever seen. The base capital provides Colonist jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, they are removed upon upgrading. The standard set of capitals are built on planets without a special designation as well as ringworlds by non-gestalt authorities. Capital buildings cannot be demolished, downgraded or disabled.Ĭapitals can increase the productivity of a world if the required technology is researched: Upgrading the capital is one of the ways of unlocking additional building slots. Many other buildings require a sufficiently high-level capital building before they can be built or upgraded, which gates your colony's development. The world capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense armies, and other jobs which vary depending on empire authority and civics. Standard Construction Templates / Prefabricated Buildings prosperity tradition Master's Teachings: The Greater Good edictĪssembly Algorithms repeatable technology This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build. The Building Build Speed modifier reduces the time it takes to construct all buildings. civics will also unlock a building slot for every 3 Industrial Districts built. Modular Superstructures tradition (Habitat only)Įmpires with the Masterful Crafters or Mastercraft Inc. Ecumenopolis, Ring Worlds, Hive Worlds and Machine Worlds start with all building slots unlocked. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and some civics. A world can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. Buildings are constructed in a world's Building Slots.








Cities skylines mods nexus