Stellaris

Stellaris

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[Out of Date] Stellar Resources
   
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Nov 15, 2017 @ 7:26pm
Feb 26, 2018 @ 2:49pm
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[Out of Date] Stellar Resources

Description
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So I think I've got a rough idea of how I'm going to update this. Since resources work completely differently now, I can no longer tie bonuses to resources. Rather, I'll likely have to tie them to buildings, decisions, or edicts.

I'm probably going to simplify it a bit by removing most of the metals from the mod, since you can already gain better versions of the bonuses from this mod by using the new edicts for the updated resources.

A few examples of what might change: Tiberium will likely have new Tiberium Refinery buildings that will give large bonuses to minerals / energy and maybe production. Radioactive materials will give moderate bonuses to energy. The Tachyonic Particles bonus could be activated through an Edict, and I might add a new Decision for them that accelerates planetary build speed. Perhaps a spaceport module as well for ship build speed.

Perhaps in the future I could add a planet killer that turns planets into Tiberium worlds. Will need to figure out how to do that first!

I don't have an ETA for any of this. I do have a vacation coming up in January so I might work on it then.

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Currently adds 19 new resources and 2 new planet types to the game.


You can find detailed information and descriptions on all of the resources in the discussion tab (Research requirements and prerequisites, rarity, planet types, and other notes.


Tachyonic Particles
FTL Speed: +25%
Jump Chage Time: -15%

Green Tiberium
6 minerals, Empire Minerals Production: +5%

Blue Tiberium
8 minerals, Empire Minerals Production: +10%

Liquid Tiberium
12 energy, Empire Energy Production: +10%

Iron
1 Mineral, Empire Minerals Production +1%, Building Cost -5%, Building Build Speed +10%

Copper
1 Mineral, Empire Minerals Production +1%, Building Cost -5%, Building Build Speed +10%

Aluminum
1 Mineral, Empire Minerals Production +1%, Building Cost -5%, Building Build Speed +10%

Helium-3
2 Energy, Empire Energy Generation +1%

Silver
Empire Minerals Production +1%, Leader Lifespan +5

Tungsten
Empire Minerals Production +1%, Kinetic Weapon Damage +5%

Plutonium
4 Energy, Empire Energy Generation +2%, Energy Weapon Damage +5%

Zinc
3 Minerals, Empire Minerals Production +1%, Building Cost -5%, Building Build Speed +10%

Gold
Empire Minerals Production +1%, Citizen Pop Happiness +2%

Uranium
6 Energy, Empire Energy Generation +3%

Cobalt
4 Minerals, Empire Minerals Production +1%, Building Cost -5%, Building Build Speed +10%

Platinum
Empire Minerals Production +1%, Citizen Pop Happiness +3%

Titanium
Empire Minerals Production +1%, Armor +10%

Thorium
8 Energy, Empire Energy Generation +4%

Antimatter
10 Energy, Empire Energy Generation +5%

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New planet types:

Tiberium World
A world that has been entirely consumed by Tiberium, it is completely inhospitable and hostile to all non-tiberium based life-forms. The vast mineral wealth of this world may be exploited with the proper technology.
  • Notes: A rare, uncolonizable planet type that will always have some form of Tiberium resource.

Dwarf Planet
Dwarf planets have just enough mass to pull themselves into a spheroidal shape, yet large and light enough to make them ideal for mining.
  • Notes: An uncommon, uncolonizable planet type that is only found in asteroid belts. They are three times as likely to carry any resource from the Intra-system Mining / Planetoid Mining line of technology.

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Compatibility:

Should be compatible with everything short of total conversion mods. No vanilla files are modifies. New planet types work fine with mods like Real Space and Planetary Diversity.

I would also highly recommend checking out ExOverhaul: Planets Enhanced If you want even more strategic resources!

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Be sure to check out my other mods!
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157 Comments
💖⎛⎝Silver Knight⎠⎞ Jul 7, 2024 @ 8:43am 
shame this was a good idea
Beast-Storm May 7, 2021 @ 6:02pm 
Wow.... I want this mod so badly :D
Prymus Oiad Qaas Feb 11, 2021 @ 8:27am 
I hope this mod gets remade for the Nemesis dlc coming out soon.
Blazingdevil Dec 17, 2020 @ 9:28pm 
really needs an update
Grzegorz Brzęczyszczykiewicz Jun 10, 2020 @ 9:26am 
Damn, realy sad to hear you'r considering to remove most of the metals... I realy loved to mod because of the real metals in it, it made the game feel more science and less fiction. Maybe you could make buildings which consume these metals and give small bonuses to the empire. However unlinke most of these type of building which can only be built once, you could build these many times, like for example: Ship Armour Factory costs 1000k Minerals 500 Credits and 50 Uranium, Iron, Lead and Platinum and increses armour HP on all ships empire wide by 2% at the cost of 1 Uranium, Iron, Lead and Platinum every 30. Alone the building isn't good but heaving 10 of them would be realy noticable. However I don't wanna tell you what to do with your mod and I'm still excited to see where it goes in the future. Kind Regards, a fan :VC_TANK:
Smoking_GNU May 15, 2020 @ 3:02pm 
Oh well. Would be nice to have it again (had it when it was still up to date). Thanks for the reply.
Audie  [author] May 15, 2020 @ 2:00pm 
Pretty much. It was designed with the old resource system in mind, and I haven't gotten around to figuring out a way to make it interesting with the "new" resources.
Smoking_GNU May 15, 2020 @ 11:43am 
So i'm guessing this is a dead mod now?
π Charred Jan 7, 2020 @ 9:38pm 
update?
James Fire Jun 17, 2019 @ 9:03pm 
It's all right. It happens. I do look forward to what you do with this. May end up using it.

As a mod, not to make my own stuff.