Stellaris

Stellaris

Upgradable Resource Refineries
Eye9 13. aug. 2019 kl. 7:40
Ideas, just straight up ideas.
Hey Jurjen! thank you so much for making these mods, i love them to bits!
Making this thread just to spill all of the ideas going around in my head, that both fit the vanilla theme and allow a more in depth experience with planet development.


The most prominent one of these is production of advanced Strategic resources such as Zro.
I would like any Building that produces such materials to only have one upgrade, and also require one basic strategic resource and minerals. Zro works well with motes, and Living Metal works well with Rare Crystals. anywhere between a 2:1 or 5:1 ratio will do.

Dark Matter and Nanites are sort of in another league, and do not fit in perfectly with the system described for the other two resources (Mainly because of duplicate/no strategic resource that makes sense to produce it with).

If i were to produce Dark Matter, i would give it a significant energy upkeep/requirement to produce, nothing else.

I'm still refining the rest of the ideas i have, and will come back to this thread to edit them in soon!
- With <3, AexDEye9
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Saxon  [udvikler] 14. aug. 2019 kl. 10:20 
Yeah I doubted about adding the resources of Living Metal, Dark Matter and Zro to this mod, but decided against it because I imagine a lot of people wouldn't want that. But I am definately up for creating a new sub-mod for it.

One of the ideas I have is for them to have severe downsides/risks. For example I want Dark Matter reactors to have a small risk of exploding an entire planet when your empire runs into a critical resource shortage.
新垣夜夏 15. aug. 2019 kl. 0:05 
Then the chance of causing the planet to explode should be really really small, otherwise the galaxy will be out of planets over time lol.

How about adding another chance event that rather than exploding the planet, turn the planet into a black hole with dark matter deposit? Both events are possible outcomes.
Sallasven 29. nov. 2019 kl. 4:04 
i would, instead of adding a risk for entire planetary destruction to it, add a risk to destroy the building, +2 other random buildings(or districts) and kill the pops working those buildings. basically set the planet back a couple of years and add a blocker like "uninhabitable zone" that reduces the amount of districts that can be build on the planet and takes something like 5 or 10 years to clear.
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