Stellaris

Stellaris

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Corrupted's Buildings and Techs 3.0.2
   
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18 Apr, 2021 @ 6:36pm
25 Apr, 2021 @ 9:25pm
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Corrupted's Buildings and Techs 3.0.2

Description
*** DISCLAIMER - I've had a few requests to update this mod but due to other time commitments, I cannot update this mod in the way that I would like. If anyone wishes to update this and re-post it, please feel free. I might update this later in the year, but no guarantee. ***



Introducing TEN new planetary buildings, two new ship modules, and techs to unlock all of them. With the advent of 3.0, I felt it prudent to add the resource production to the building itself as opposed to pop jobs.

LOCALIZED TO: English, German, Russian, Polish

Techs:
All of them are unlocked with "Quantum Nano-Scale Theory" tech, then you will be able to research the other techs. (This is a rare Tier 5 Field Manipulation tech)

Buildings - Each "Integrated" building has their effects applied for the first 10 districts

* Integrated Planetary Amplifier - This building has 2 different effects if the empire is Gestalt or not
BOTH: +4 Energy per Energy District. Technicians output +15%.
GESTALT: +5 Amenities. This will allow gestalt to convert some planets into energy balls late game.
REGULAR: +2 Consumer Goods. Having the amplifier focus on pure energy didn't feel like quite enough.

* Mineral Fracker / Geothermal Generator
Adds 2 miner/technician job in a building slot as opposed to building a normal district.

* Integrated Gene Research Labs
+6 Society Research, +4 Food per Farming district built at the cost of 4 energy. +25% to Researchers output.

* Integrated Industrial Research Labs
+6 Physics and Engineering Research per Industrial district built at the cost of 4 energy. +25% to Researchers output.

* Integrated Planetary Forge Complex
+3 Alloys at the cost of 4 minerals. Metallurgist output +15%.

* Dark Matter Refinery
Adds a way for a normal empire to make Dark Matter. Requires the ability to mine dark matter AND "Quantum Nano-Scale Theory" in order to unlock

* Living Metal Manufactory
Adds a way for a normal empire to make Living Metal. Requires the ability to mine living metal AND "Quantum Nano-Scale Theory" in order to unlock

* Nanite Manufactory
Adds a way for a normal empire to make Nanites. Requires just "Quantum Nano-Scale Theory" in order to unlock

* Zro Distillery
Adds a way to manufacture Zro. Need to unlock Zro mining only. Tier 5 tech.


Ship Parts

* Dark Matter Shield Booster
Shield booster using Dark Matter. 2x effect of vanilla shield booster. Requires shield booster tech and dark matter shields.

* Living Metal Bulkheads
Increases Armor and Hull points of a ship.

* Nanite Repair Module
Requires "Nano-Programming".
For those who do not have Distant Stars, I created a ship module with similar performance to the one from the DLC. For those with the DLC, the component is now unlockable through tech.
4 Comments
Danger F***ing Close  [author] 8 Jan, 2022 @ 1:00pm 
*** DISCLAIMER - I've had a few requests to update this mod but due to other time commitments, I cannot update this mod in the way that I would like. If anyone wishes to update this and re-post it, please feel free. I might update this later in the year, but no guarantee. ***
Legatus 29 Nov, 2021 @ 6:26am 
update pls :steamhappy:
greensniperhat 25 Nov, 2021 @ 9:17pm 
needs possible_precalc changes from the recent 3.2 update or this mod will break its jobs.
[Dolt] Ewokz 25 Apr, 2021 @ 12:55pm 
Great mod man, nice to see something that doesn't completely ruin the base games balance but adds a little bit of additional higher tier techs for late game :steamthumbsup: