Stellaris

Stellaris

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Bioreactor jobs
   
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402.695 KB
23 Apr, 2019 @ 2:15pm
17 Jun, 2019 @ 7:01am
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Bioreactor jobs

Description
I disliked how pointless the Bioreactor for Machine Empires felt as a resource building with no jobs. So I tweaked it to give 2 "Processor" jobs when built after acquiring the tech with a food / energy ratio similar to the vanilla building with the option to upgrade it later to 8 jobs.

So it is now less efficient in terms of food > energy starting out, but once upgraded it has a better energy per building slot density; and now it is affected by drone productivity mods too.

Vanilla:
25 food > 20 energy (no jobs)

Modded Tier 1:
10 food > 8 energy (two jobs)
base upkeep 2 energy (not counting drone upkeep)

Modded Tier 2: (requires upgraded capitol)
40 food > 32 energy (8 jobs)
base upkeep 8 energy (not counting drone upkeep)

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Disclaimer: This is my first time modding this game so I probably screwed something up or did it in a less than efficient way. Feel free to use my idea if you can pull it off better.
3 Comments
OverkillEngine  [author] 20 Apr, 2020 @ 3:51am 
No updates planned at this time.
Nova Solarius 18 Apr, 2020 @ 7:08am 
Dunno if it works, but it breaks parts of the localization in 2.6.
CaptainKampfkeks 9 Apr, 2020 @ 9:08am 
Does this still work and / or is an update planned?