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Technological Vault
Organic Drone Incubator
Numbers can be adjusted. But basically a module that adds a small amount of energy and minerals.
Boosted by various buildings that are unlocked at different points in the game.
To truly get a lot from it, you need all 6 modules filled with this, and all three buildings stacked. (I.e. dedicate the starbase to industry.)
Higher bonus buildings require lower level ones, so you HAVE to specialise the starbase in order to get good return.
== MODULE ==
industrial_hub = {
icon = "GFX_starbase_trading_hub"
section = "REFINERY_STARBASE_SECTION"
construction_days = 180
potential = {
exists = owner
}
cost = {
minerals = 100
energy = 100
}
produced_resources = {
energy = 1
minerals = 1
}
produced_resource_trigger = {
modifier = {
hidden_trigger = { exists = this }
has_starbase_building = ut_orbital_matter_forge_1
resources = {
energy = 1
minerals = 1
}
}
modifier = {
hidden_trigger = { exists = this }
has_starbase_building = ut_orbital_matter_forge_2
resources = {
energy = 1
minerals = 1
}
}
modifier = {
hidden_trigger = { exists = this }
has_starbase_building = ut_orbital_matter_forge_3
resources = {
energy = 2
minerals = 2
}
}
modifier = {
hidden_trigger = { exists = this }
has_starbase_building = nebula_refinery
resources = {
minerals = 2
}
}
}
ai_build_at_chokepoint = no
ai_weight = {
weight = 10
}
}
== BUILDINGS ==
ut_orbital_matter_forge_1 = {
icon = "GFX_spaceport_nebula_refinery"
construction_days = 360
potential = {
exists = owner
owner = { has_technology = tech_ut_orbital_matter_forges_1 }
}
cost = {
minerals = 200
energy = 200
}
produced_resources = {
minerals = 1
energy = 3
}
show_in_tech = "tech_ut_orbital_matter_forges_1"
ai_build_at_chokepoint = no
ai_build_outside_chokepoint = yes
ai_weight = {
weight = 200
modifier = {
factor = 0
has_technology = tech_ut_orbital_matter_forges_1
}
}
}
ut_orbital_matter_forge_2 = {
icon = "GFX_spaceport_nebula_refinery"
construction_days = 720
potential = {
exists = owner
owner = { has_technology = tech_ut_orbital_matter_forges_2 }
}
possible = {
custom_tooltip = {
fail_text = "requires_ut_orbmat_1"
has_starbase_building = ut_orbital_matter_forge_1
}
custom_tooltip = {
fail_text = "requires_not_black_hole"
NOT = {
star = { is_star_class = sc_black_hole }
}
}
}
cost = {
minerals = 1000
energy = 1000
}
produced_resources = {
minerals = 3
energy = 5
}
show_in_tech = "tech_ut_orbital_matter_forges_2"
ai_build_at_chokepoint = no
ai_build_outside_chokepoint = yes
ai_weight = {
weight = 200
modifier = {
factor = 0
has_technology = tech_ut_orbital_matter_forges_2
}
}
}
ut_orbital_matter_forge_3 = {
icon = "GFX_spaceport_nebula_refinery"
construction_days = 1440
potential = {
exists = owner
owner = { has_technology = tech_ut_orbital_matter_forges_3 }
}
possible = {
custom_tooltip = {
fail_text = "requires_ut_orbmat_2"
has_starbase_building = ut_orbital_matter_forge_2
}
custom_tooltip = {
fail_text = "requires_not_black_hole"
NOT = {
star = { is_star_class = sc_black_hole }
}
}
}
cost = {
minerals = 2000
energy = 5000
}
produced_resources = {
minerals = 6
energy = 10
}
show_in_tech = "tech_ut_orbital_matter_forges_3"
ai_build_at_chokepoint = no
ai_build_outside_chokepoint = yes
ai_weight = {
weight = 200
modifier = {
factor = 0
has_technology = tech_ut_orbital_matter_forges_3
}
}
}
== LOCALE ==
sm_industrial_hub:0 "Industrial Hub"
sm_industrial_hub_desc:0 "Industrial hubs turn starbases into void-bound economic powerhouses. Produces £minerals and £energy.\n"
tech_ut_orbital_matter_forges_1:0 "Void Industrial Complexes"
tech_ut_orbital_matter_forges_1_desc:0 "These sprawling industrial complexes form the basis for any serious void-bound industry."
sm_ut_orbital_matter_forge_1:0 "Heavy Void Industry"
sm_ut_orbital_matter_forge_1_desc:0 "These sprawling industrial complexes form the basis for any serious void-bound industry."
sm_ut_orbital_matter_forge_1_desc_modifier:1 "Industrial Hubs: §G+1§! £energy and §G+1§! £minerals"
requires_not_black_hole:0 "§RCannot mine a §Y$pc_black_hole$§! system.§!"
requires_ut_orbmat_1:0 "§RRequires §Y$sm_ut_orbital_matter_forge_1$§! to be operational.§!"
tech_ut_orbital_matter_forges_2:0 "Efficient Stellar Mining"
tech_ut_orbital_matter_forges_2_desc:0 "Developing ways to efficiently lift useful mass and fuel from stars and other large orbital bodies is key to advancing void-bound industries."
sm_ut_orbital_matter_forge_2:0 "Stellar Mining Hub"
sm_ut_orbital_matter_forge_2_desc:0 "Augmenting existing void industrial complexes with the ability to efficiently mine mass and fuel directly from large orbital bodies."
sm_ut_orbital_matter_forge_2_desc_modifier:1 "Industrial Hubs: §G+1§! £energy and §G+1§! £minerals"
requires_ut_orbmat_2:0 "§RRequires §Y$sm_ut_orbital_matter_forge_2$§! to be operational.§!"
tech_ut_orbital_matter_forges_3:0 "Orbital Matter Forges"
tech_ut_orbital_matter_forges_3_desc:0 "These highly advanced forges manipulate matter on a fundamental level, generating large amounts of energy and useful matter via transmutation."
sm_ut_orbital_matter_forge_3:0 "Orbital Matter Forge"
sm_ut_orbital_matter_forge_3_desc:0 "These highly advanced forges manipulate matter on a fundamental level, generating large amounts of energy and useful matter via transmutation."
sm_ut_orbital_matter_forge_3_desc_modifier:1 "Industrial Hubs: §G+2§! £energy and §G+2§! £minerals"
I mean, what are all the troops and shipcrews doing while waiting for some action.
It just sucks to send a 1Star Admiral against a 5Star enemy, only to see him dying from old age before the war is over.
Station modul:
- Tactical training school
- - +1 EP/day for all ships / Admirals in Orbit
- - Limit is 100 EP / 2 Stars
- - inactive while enemy in System/Empire
- Space warfare academy
- - +2-3 EP/day
- - Limit is 1000 EP / 4 Stars
- - also not during enemy encounter ;)
- - limited to high level space station (e.g. fortress)
- - not cumulative with training shool
Planetary building:
- Training grounds (or maybe already part of the bunker)
- - same as the space modul, just for ground troops/Generals
upgrade building should be limited to large planets (e.g. T3 capital)
Do you think something like that would be possible to implement?
Without altering the outliners or interface in any way, there is room to insert 2 modules and 4 buildings.
For the 2 extra modules, they can be broken up into the star fortress and citadel upgrades. So that each upgrade unlocks 2 modules instead of 1.
For the 4 buildings, there are 4 starbase upgrades. So each starbase upgrade would unlock 2 building slots instead of 1.
I hope it's not too impractical a request.
As a follow on from the previous request. There is a matter fabricator that converts energy into minerals. Maybe a starbase version of this would be good? Maybe also minerals/food into energy.
EDIT: Sorry, my understanding was off. 1080p plus overhaul had changed the contents of the outliners. Making the starbase modules and building arrangement assymetrical.
Request stands though :) Just not as simple as I originally believed if you will make the mod with or without compatibility to 1080p plus overhaul.
However that might introduce issues if 2 different mods both try to add slots to starbases. Something to be aware of.