Stellaris

Stellaris

Strategic Resource Upgrades
Showing 1-9 of 9 entries
Update: 15 Apr, 2021 @ 8:56pm

- Updated to support version 3.0.1.

Update: 2 Apr, 2021 @ 4:46am

- Reverted previous changes because it doesn't work. If anyone knows why the overwriting just the base resource collection buildings would cause them to not show up in the planet build list (but still be loaded properly, since loading a save where they've already been built shows them, they just can't be demolished and rebuilt because the building won't show up in the list), please let me know.
- Modified the base building tech to have a tier 1 indicator on it.

Update: 2 Apr, 2021 @ 3:22am

- No longer replaces the 10_deposit_buildings.txt file so the mod should only replace the base resource buildings. This means that if another mod modifies that file, that mod will still cause this mod to break. However, if this mod loads after that mod, it will continue to work while disabling the other mod's changes (only changes to the base resource buildings that this mod modifies).

Update: 21 Mar, 2021 @ 11:21pm

- Removed GIT repo from workshop download.

Update: 14 Mar, 2021 @ 11:52pm

- Psionic buildings now produce 8 unity as well (1 zro is expensive so it needs to be more valuable).

Update: 12 Mar, 2021 @ 9:01pm

- Fixed a mistake where betharian power plants and alien zoo's were accidentally removed.

Update: 12 Mar, 2021 @ 8:50pm

- Fixed tradition technologies so that they will only show up when you have the tradition.
- Fixed technologies referencing the tradition tree rather than the adopt tradition.

Update: 12 Mar, 2021 @ 8:02pm

- Reworked technology weighting to make techs far more likely to show up.
- Changed psionic buildings to require slightly more energy upkeep.

Update: 10 Mar, 2021 @ 10:55pm