Stellaris

Stellaris

Distant Basic Resource Buildings
9 Comments
Mask of Humble 30 Apr, 2020 @ 10:20pm 
is this 2.6.X useable? I am just looking for a mod that adds some buildings that collect M and E like the old mines and generators did, I can understand taking away ther mines but why not replace the generators with solar pannels and such xD
Distant  [author] 26 Jan, 2019 @ 7:27am 
It does seem odd. It also seems odd that generator districs have an energy upkeep, but they do. In terms of game balance, it means that having the building (or districs) without pops to work the jobs is a drain on your economy instead of a boost and that the second pop to work a technician job is gnereating more than the first one because the first one had to also cover the maintenance cost. This is most important when balancing against the commercial building which generates 5 clerk jobs, because individually a clark generates less energy from trade value than a technician but collectively they generate more as a reward for being able to house, give amenities, and wait for the growth of 5 pops instead of 2 (plus dealing with trade routes), If you want a good lore excuse, imagine that the building still needs to keep the lights on, even if there are no employees there to work.
marky612 25 Jan, 2019 @ 3:10pm 
I don't think the Solar Collection Hub should have an energy upkeep, seems odd.
Distant  [author] 21 Jan, 2019 @ 2:47am 
I don't know any languages other than english, but if anyone can translate the localisation file I'll happily include it for you.
♤ |_Pandora_| ♤ 20 Jan, 2019 @ 10:48pm 
Pss. Russian mod? :0
Distant  [author] 20 Jan, 2019 @ 6:02pm 
If you have a game without it that you want to add it to, it should be fine. Not so much going the other way.
The Erubian Warlord 20 Jan, 2019 @ 5:04pm 
save compatable?
Distant  [author] 20 Jan, 2019 @ 4:03pm 
Thanks. I hope you enjoy it.
Oldhip 20 Jan, 2019 @ 3:25pm 
Sounds good will give it a try