Stellaris

Stellaris

Ancient Cache of Technologies - Balanced Megastructures
35 Comments
DarthCain 11 Oct, 2024 @ 7:24am 
Damn, this looks amazing, shame it isnt continued
samsockeater 27 Nov, 2021 @ 9:52am 
shame this isn't still being meddled with, was awesome
Jones 12 Sep, 2021 @ 10:00pm 
Hello, even when I get the technologies I would presume would be needed for these megastructures, I still find myself unable to build things such as the Dark Energy Hyperbore, even after using research_all_technologies, what is required to build these structures?
Fatal 8 May, 2021 @ 11:56am 
Great mod, I wonder if an update to 3.x is planned?
Kaiser 29 Apr, 2021 @ 5:54pm 
For some reason I don't have any building/megastructures that produce stellarite
Shifter-- ツ 4 Apr, 2021 @ 3:54pm 
Instead of Stellarite Sphere, it just read stellarite_sphere_0
Dawgstruction 10 Mar, 2021 @ 4:48am 
Does this play nice with gigstructrual engineering?
Skill Less 24 Feb, 2021 @ 10:20am 
is the mod still supported by the author?

it whould be cool if we get notifications about completion of the mega structure steps. oh and the picture for matter decompressor was changed with this mod, i guess this was unintended right ?
Snakey 22 Feb, 2021 @ 6:20pm 
Othello, the compound?!

1. thats from another mod, one that is in no way related to this mod
2. they're supposed to be unkillable at first. wait long enough, and you'll get a research project to acquire the means to defeat them
Seraph 21 Feb, 2021 @ 7:32am 
I cant damahe the compound somoene please explain waht i am doing wrong
zulu9812 14 Dec, 2020 @ 3:59am 
Works fine with 2.8, but could do with some pop-ups to advise the player of construction stages.
Schizolud 23 Nov, 2020 @ 1:36am 
Seems to work fine with 2.8
AstarothTheInquisitor 30 Oct, 2020 @ 8:07am 
is this ok with 2.8?
Crazy Old Texan 8 Aug, 2020 @ 10:34pm 
Mod works great thanks for making it.
ุReshy 28 Jul, 2020 @ 7:15am 
How do you get the Stellarite needed to build a Stellarite Generator? It's a catch 22 to me and I'm not sure how to fix that.
Jeor Mormont "the old bear" 7 Jul, 2020 @ 1:34pm 
yes
Weaponized Battle Toaster 21 Jun, 2020 @ 8:46am 
is this ok with 2.7?
Velaroz 14 May, 2020 @ 6:02pm 
Lastly, the jobbed building has an upgrade that can be gotten--the Advanced Generator, gives +1 job... And has a synergy bonus with the Conduit, where if the Conduit is present, the Advanced Generator itself produces an extra 10 SE for free. The upgraded version doesn't risk exploding planets, either--though the normal one still does.

Advanced Gens cost 300 E to provide 15 SE each, +10 w/ Conduit.
Conduit provides costs 100 DM/DE to provide 25 SE base.

With this in mind, I'd go up to somewhere between 50-100 per stage *if* you get Advanced Generators tech, for a max somewhere between 200-400, depending on personal taste for balancing it.
Velaroz 14 May, 2020 @ 5:57pm 
The Stellarite sphere, under the favorable 20:1 rate from *jobs* before any production boosts or whatnot come into play would make it only 50 per stage, for a max of 200. But It's supposed to be highly, highly unstable--and risk exploding planets and whatnot--if you try to produce too much in one locale before certain techs. So the most a planet can get from the jobbed building is 20 SE from 400 E, and another 25 from 100 DM/DE--ignoring production bonuses to jobs, or upkeep reductions on buildings.

Frankly, what I'd do in these regards is make it so, at base, it is extremely poor--only 10 SE per stage, as you want it to not risk exploding/destroying your star system. This can be scaled up to 25 after you get the Stellarite Energy Conduit tech [the automated building that makes 25 on its own]
Velaroz 14 May, 2020 @ 5:53pm 
Automated productions aren't supposed to be favorable though. The "Dark Energy Hyperbore" from my earlier numbers would have something along the lines of 25/25 DM/DE production per phase when you first unlock Dark Energy through the Dark Matter Extractor. [The 5/5 from 100/100 building]

This'd get buffed to 50/50 per tier, then 200/200 per tier at Delta and Alpha techs. However, this would also have 500 E as upkeep per Megastructure level, rather than just the vanilla Matter Decompressor's 25 per phase. This means a fully built one would produce 100/100 if completed before Delta, 200/200 after, then 800/800 after you get Alpha Reactor tech.
Velaroz 14 May, 2020 @ 5:53pm 
But the Stellarite Building converts 100 DM and 100 DE to 25 SE. DM/DE are a 4:1 rate from the job-based buildings for the most favorable circumstances. So call that 800:25? 32:1? This won't scale with productivity bonuses.

That's worse than the 20:1 rate from the Stellarite Jobs, which those buildings only have 2 jobs of each, with 100 E to 5 SE. This can scale with pop production--but there are no researches to boost it directly, only indirect things--so you're likely to get, say, a 40%~ boost on average, making 100 E to 7 SE, give or take other circumstantial modifiers/mod interactions?
Apocalypto  [author] 14 May, 2020 @ 11:54am 
I balanced the resource output with the final tier stellarite and DM/DE buildings in mind, to match their efficiency once you factor in the production bonuses that pops get in the end game. For example the Stellarite sphere takes 4000 energy input (what a normal dyson sphere) and converts it at 25% efficiency to stellarite, which about matches the efficiency I personally saw from Stellarite buildings.
Velaroz 12 May, 2020 @ 10:03pm 
TBH something more based on ACOT scaling would have them produce far, far less, and scale from various technologies if owned by the empire. If you wantedit to be in line with ACOT's resource balancing.

The Dark Energy Bore would also need a lot more upkeep to match the Dark Energy produced, alongside the Dark Matter it is producing. For an idea on 'automated production' of the two resources, look at the Dark Matter Extractor--5/5 DM/DE from 100/100 M/E. A 1:20 rate. And the megastructures that do exist, that produce these resources within the mod--old, but still-functioning pieces of tech--produce far less. One at no upkeep, but highly limited [doesn't spawn in base ACOT]--the other produces a modest amount of DM/DE, and conditionally some SE [Stellarite] when you get the Stellarite Reactor.
loopmaster69 4 May, 2020 @ 12:28pm 
it says missing downloaded files whenever I subscribe to this mod
키으기 12 Apr, 2020 @ 4:13pm 
Thank you. I'll use it well
Jeor Mormont "the old bear" 8 Apr, 2020 @ 7:01am 
Really cool mod, but it'd be great if there was a po- up upon stage completion of the megastructure
Apocalypto  [author] 25 Mar, 2020 @ 2:35pm 
Actually it's still showing up as "requires 2.6.1" even though descriptor.mod has it set to 2.6.*. Don't know why, but it definitely works with any 2.6 version.
Apocalypto  [author] 25 Mar, 2020 @ 2:19pm 
Ah, I had set mod to version 2.6.1 instead of a wildcard 2.6.* so when it updated to 2.6.2 it showed as out of date. Fixed now.
patrick.mcdowell 25 Mar, 2020 @ 10:18am 
Mod not showing as 2.6.1 compatible
Lightcaster 24 Mar, 2020 @ 5:26am 
Nice one ^_^
Jeor Mormont "the old bear" 24 Mar, 2020 @ 3:24am 
nice
Sanpo 24 Mar, 2020 @ 12:25am 
back you up
浅夏_妖梦 23 Mar, 2020 @ 6:34pm 
thanks
Apocalypto  [author] 23 Mar, 2020 @ 5:16pm 
:steamhappy:
Chirumiru ShiRoz 23 Mar, 2020 @ 4:16pm 
Nice work :3