Stellaris

Stellaris

APSR: Anomalies, Planetary and Space Resources
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Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:41am
APSR Wiki (English)
Mod content list

The APSR modification consists of:
  • Main content: Planet modifier, Unique World, Ancient World, Ancient Knowledge, "Communication Cube".
  • Additional Content: Encrypted Terminal, Project "Aincrad", Plot "Talisman", Havoc, Glassed World.

Further in more detail:
  • Planetary modifier: One of the 24 planetary modifiers of the mod that adds the ability to build buildings associated with this modifier. The topic below contains a description of each of the modifiers.
  • Unique world: Planets with a mod planetary modifier of natural origin. Initially, a limited number of districts are available on the planet. The surface of the planet must be explored, clearing unusable planetary deposits. As a result of research (clearing), various useful planetary deposits appear, increasing the limit of energy, mining or food areas on the planet.
  • Ancient world: Planets with a mod planetary modifier of artificial origin. Initially, a limited number of districts are available on the planet. The surface of the planet must be explored, clearing unusable planetary deposits. As a result of the exploration (clearing), other unusable planetary deposits of the "ruins" type appear, which also require clearing to access the areas.
  • Ancient Knowledge (strategic resource): A resource needed to purchase rare technologies at the end of the game. Obtained by buildings associated with the mod's planetary modifier. Not displayed on the strategic resource panel (due to compatibility with other modifications).
  • "Communication Cube" (relic): Special relic for using Ancient Knowledge. In the description of the relic, there is a hint about the amount of accumulated Ancient Knowledge. Also, when the relic is activated, various events can occur (communication failures).
  • Encrypted Terminal (relic): An ancient device that stores the coordinates of various caches of lost civilizations. To access the coordinates, you must enter the correct 4-digit code. Each player has his own set of codes, but the coordinates are common to all - the first one will receive the entire "treasure", the next only 10%.
  • Project "Aincrad": The plot that appears when the planet is shielded by the Colossus' weapon "Global Suppressor". A reference to the Sword Art Online (SAO) universe.
  • Plot "Talisman": A plot that with a very small chance appears on a planet with the planetary modifier "Talisman" when the "Talisman" Complex is built. Reference to novel "Spectrum"[en.wikipedia.org].
  • Havoc: A capital ship whose main cannon is similar to the main cannon of the Colossus. There are 4 configuration options for Havocs: attacking (destruction of planets), defensive (strengthening defensive armies), scientific (strengthening scientific research) and industrial (extraction of minerals from planets). A detailed description of each Havoc is in the topic below. The Havoc can be purchased after purchasing 20 upgrades in one of the 4 corresponding categories available.
  • Glassed World: A planet whose entire surface was melted as a result of prolonged massive plasma bombardments. A reference to the Halo universe.
Last edited by Dimuch62 [RUS]; Jun 5, 2023 @ 11:07pm
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Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:41am 
Symbol of interstellar power

Here we have found the ruins of a fantastic alien palace, surpassing all other analogues with its monumentality and accuracy of artwork, which can compete with the best artworks of other civilisations. In its throne hall we have found a large detailed holographic projection of our galaxy. Once we saw it, we knew with no doubt that our nation will prevail!
  • Order number: 1
  • Produced resource: Influence
  • Issue: Allows you to build megastructures, orbital rings and other buildings that require influence without stopping. Also very useful when actively playing through diplomacy, espionage and using the galactic community.
  • Idea source: Development team
  • Note: The first planetary modifier of the mod. Created at a time when influence could not be obtained more than the base value (November 2017). At the moment, that much influence is not required.

Production table
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be learned, by default 3 technologies are available at most).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1
1 astrograph
1 astrograph
1 astrograph
Stage 2
4 astrographs
4 astrographs
4 astrographs
Stage 3
10 astrographs
10 astrographs
10 astrographs
Resource from one job
+1 influence
+1 influence
+1 influence
Improvement
+0.3 influence
+0.3 influence
+0.3 influence
Bonus
+0.43 influence
+0.43 influence
+0.43 influence
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:27am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:41am 
Abyss

Our researchers have discovered in this place a deep chasm filled with numerous cracks and caves that contain rich mineral deposits. We could start exploiting them, but we've recieved some very omnious news: our sensors cannot seem determine the depth of the Abyss...
  • Order number: 2
  • Produced resource: Minerals
  • The essence: A source of a large number of minerals. It has as many as 5 stages of development, each time bringing more and more minerals.
  • Idea source: Made in Abyss[en.wikipedia.org]
  • Note: At the time of the creation of the mod, the author was watching the anime "Created in the Abyss". As the idea of a natural anomaly, the Abyss fit very well into the mod. But at the same time, the plot of moving deep into the Abyss differs from the plot of the original source.

Production table
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be learned, by default 3 technologies are available at most).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1
4 miners
4 miners
4 miners
Stage 2
6 miners, 1 geophysicist
6 miners, 1 geophysicist
6 miners, 1 geophysicist
Stage 3
10 miners, 3 geophysicists
10 miners, 3 geophysicists
10 miners, 3 geophysicists
Stage 4
17 miners, 5 geophysicists
17 miners, 5 geophysicists
17 miners, 5 geophysicists
Stage 5
25 miners, 7 geophysicists
25 miners, 7 geophysicists
25 miners, 7 geophysicists
Resource from one job
Miner: +7 minerals, Geophysicist: +18 minerals
Miner: +7 minerals, Geophysicist: +18 minerals
Miner: +7 minerals, Geophysicist: +18 minerals
Improvement
Miner: +2.5 minerals, Geophysicist: +6 minerals
Miner: +2.5 minerals, Geophysicist: +6 minerals
Miner: +2.5 minerals, Geophysicist: +6 minerals
Bonus
Miner: +3.5 minerals, Geophysicist: +9 minerals
Miner: +3.5 minerals, Geophysicist: +9 minerals
Miner: +3.5 minerals, Geophysicist: +9 minerals
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:27am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:41am 
Underground Computing System

Here are the I/O ports of a massive facility that seems to have been dedicated to advanced data processing. Despite its old age the systems hasn't been damaged by any type of erosion and is practically fully preserved. We could possibly use it to simulate advanced scientific models that we've previously only theorized about.
  • Order number: 3
  • Produced resource: Science
  • Gist: Source of scientific knowledge. Gives not only the production of research, but also speeds up the general research of the empire. There is a special feature for machine intelligence - when transferring the capital to this planet, the fourth level of building improvement is unlocked, further speeding up the collection of machine settlements.
  • Idea source: Development team
  • Note: The first attempt to make a division into organics and machines.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, by default 3 technologies are available maximum).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1
2 staffs
2 drones
2 drones
+8 of each science
+8 of each science
+8 of each science
Stage 2
3 staffs
3 drones
3 drones
+8 each science, +1.7% empire research bonus
+8 each science, +1.7% empire research bonus
+8 each science, +1.7% empire research bonus
Stage 3
7 staffs
7 drones
7 drones
+8 each science, +1.7% empire research bonus
+8 each science, +1.7% empire research bonus
+8 each science, +1.7% empire research bonus
Stage 4
blocked
blocked
8 drones
no
no
+8 of each science, +1.7% empire research bonus, +1% empire machine assembly speed
Improvement
+4.2 each science, +0.3% empire research bonus
+4.2 each science, +0.3% empire research bonus
+4.2 each science, +0.3% empire research bonus
Bonus
+8.5 of each science
+8.5 of each science
+8.5 of each science
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:29am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:41am 
Great Hall

There is an unbelievably magnificent building here. Although most of it is ruined this impressive piece of architecture still inspires awe in its viewers. Judging by its style and decoration, rulers of a once mighty empire used this planet as their throneworld.
  • Order number: 4
  • Produced resource: Unity, influence, amenities
  • Issue: Designed primarily for strengthening in the Galactic community. For those who cannot join it, it is just a useful building.
  • Idea source: Development team. Image was later used Jedi Temple[starwars.fandom.com].
  • Note: It is divided into a "peaceful" variant and an "exterminator" variant, depending on whether diplomacy is available to the owner. The "peaceful" variant is available to all regular empires, in addition to producing unity and influence, it increases diplomatic weight, maximum trust, and reduces friction on borders. The "exterminator" variant is available to those who do not negotiate peace with the xenos, and produces unity and amenities.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, by default 3 technologies are available maximum).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

"Peaceful" variant:
Regular empires
Hive Mind
Machine intelligence
Stage 1
1 administrator
1 hall drone
1 hall drone
Administrator: +16 unity, +5% diplomatic weight
Hall drone: +16 unity, +5% diplomatic weight
Hall drone: +16 unity, +5% diplomatic weight
Stage 2
3 administrators, 1 master of ceremonies
2 hall drone, 1 master of ceremonies
2 hall drone, 1 master of ceremonies
Administrator: +16 unity, +5% diplomatic weight; Master of Ceremonies: +1 Influence, +1 max envoys
Hall drone: +16 unity, +5% diplomatic weight; Master of Ceremonies: +1 influence, +20 maximum trust
Hall drone: +16 unity, +5% diplomatic weight; Master of Ceremonies: +1 influence, +20 maximum trust
Stage 3
5 administrators, 3 masters of ceremonies
4 hall drone, 3 masters of ceremonies
4 hall drone, 3 masters of ceremonies
Administrator: +16 unity, +6% diplomatic weight, -10% border friction; Master of Ceremonies: +1 Influence, +1 max envoys
Hall drone: +16 unity, +6% diplomatic weight, -10% border friction; Master of Ceremonies: +1 influence, +20 maximum trust
Hall drone: +16 unity, +6% diplomatic weight, -10% border friction; Master of Ceremonies: +1 influence, +20 maximum trust
Improvement
Administrator: +6 unity; Master of Ceremonies: +0.5 influence, +5 maximum trust
Hall drone: +7 unity; Master of Ceremonies: +0.5 influence, +5 maximum trust
Hall drone: +7 unity; Master of Ceremonies: +0.5 influence, +5 maximum trust
Bonus
Administrator: +7.5 unity; Master of Ceremonies: +1 influence
Hall drone: +9 unity; Master of Ceremonies: +1 influence
Hall drone: +9 unity; Master of Ceremonies: +1 influence
"Exterminator" variant:
Regular empires
Hive Mind
Machine Intelligence
Stage 1
2 caretakers
2 caretakers
2 caretakers
+5 unity, +10 amenities, +2.5% amenities production in empire
+5 unity, +10 amenities, +2.5% amenities production in empire
+5 unity, +10 amenities, +2.5% amenities production in empire
Stage 2
7 caretakers
7 caretakers
7 caretakers
+6 unity, +10 amenities, +2.5% amenities production in empire
+6 unity, +10 amenities, +2.5% amenities production in empire
+6 unity, +10 amenities, +2.5% amenities production in empire
Stage 3
16 caretakers
16 caretakers
16 caretakers
+7 unity, +10 amenities, +2.5% amenities production in empire
+7 unity, +10 amenities, +2.5% amenities production in empire
+7 unity, +10 amenities, +2.5% amenities production in empire
Improvement
+3 unity, +5 amenities
+3 unity, +5 amenities
+3 unity, +5 amenities
Bonus
+5 unity, +6 amenities
+5 unity, +6 amenities
+5 unity, +6 amenities
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:30am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:41am 
Immortal Megalopolis

A single city covers the entire surface of this planet, lakes and oceans included. The city seems strangely very well preserved, almost as if not affected by the passage of time.
  • Order number: 5
  • Produced resource: Unity, trade value, amenities
  • Essence: The ruins of the ecumenopolis city. Most useful for large populous empires due to the bonus to empire size reduction from population.
  • Idea source: Development team
  • Note: Ecumenopolis analogue before they appeared in the game. Most useful at the moment by reducing empire size from population.

Production table
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be learned, by default 3 technologies are available at most).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine Intelligence
Stage 1
1 manager
1 manager
1 manager
Stage 2
4 managers
4 managers
4 managers
Stage 3
10 managers
10 managers
10 managers
Resource from one job
+13 trade value, +5 amenities, -1% empire size of population
+11 unity, +5 amenities, -1% empire size from population
+11 unity, +5 amenities, -1% empire size from population
Improvement
-1% empire size from districts
-1% empire size from districts
-1% empire size from districts
Bonus
+13.5 trading value
+12 unity
+12 unity
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:30am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Epistle

This epistle lies in a super-secure bunker. It is written in multiple languages with many of its composing parts seemingly being transcribed in different time periods.
  • Order number: 6
  • Produced resource: Science
  • Gist: Anti-End-Game Crisis - A fully upgraded building gives an increase in damage against them.
  • Idea source: Mass Effect[en.wikipedia.org]
  • Note: A reference to one of the endings of the Mass Effect trilogy - if you do not choose anything at the end of the game, after some time the game will end with the ending "the cycle must continue"[www.youtube.com]. Also increases the level cap and leader experience gain.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, by default 3 technologies are available maximum).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hive Mind
Machine intelligence
Stage 1
2 xenolinguists
2 xenolinguists
2 xenolinguists
Xenolinguist: +8 each science
Xenolinguist: +8 each science
Xenolinguist: +8 each science
Stage 2
4 xenolinguists, 1 teacher
4 xenolinguists, 1 teacher
4 xenolinguists, 1 teacher
Xenolinguist: +8 each science, +2.5% leader experience gain; Teacher: +8 each science, +1 to the maximum level of leaders
Xenolinguist: +8 each science, +2.5% leader experience gain; Teacher: +8 each science, +1 to the maximum level of leaders
Xenolinguist: +8 each science, +2.5% leader experience gain; Teacher: +8 each science, +1 to the maximum level of leaders
Stage 3
10 xenolinguists, 2 teachers
10 xenolinguists, 2 teachers
10 xenolinguists, 2 teachers
Xenolinguist: +8 each science, +2.5% leader experience gain; Teacher: +9 each science, +1 to the maximum level of leaders
Xenolinguist: +8 each science, +2.5% leader experience gain; Teacher: +9 each science, +1 to the maximum level of leaders
Xenolinguist: +8 each science, +2.5% leader experience gain; Teacher: +9 each science, +1 to the maximum level of leaders
Improvement
Xenolinguist: +3 each science; Teacher: +5 each science
Xenolinguist: +3 each science; Teacher: +5 each science
Xenolinguist: +3 each science; Teacher: +5 each science
Bonus
Xenolinguist: +2 each science; Teacher: +5 each science; Building: +50% crisis damage
Xenolinguist: +2 each science; Teacher: +5 each science; Building: +50% crisis damage
Xenolinguist: +2 each science; Teacher: +5 each science; Building: +50% crisis damage
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:31am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Anomalous zone

Things that happen in this area cannot be explained by using neither logic, science or even mysticism.
  • Order number: 7
  • Produced resource: energy credits
  • The essence: A powerful power plant with a plot. Perhaps the first time to master the planet will not work.
  • Idea source: Strugatsky Brothers "Forgotten Experiment", "S.T.A.L.K.E.R." universe[en.wikipedia.org]
  • Note: A planet with extremely inhospitable fauna. The plot that opens the construction of the power plant consists of two parts - protection from mutants ("S.T.A.L.K.E.R." universe) and the study of the Anomalous Zone (Strugatsky Brothers "Forgotten Experiment").

Production table
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be learned, by default 3 technologies are available at most).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1
2 technicians, 1 engineer
2 technicians, 1 power drone
2 technicians, 1 power drone
Stage 2
9 technicians, 3 engineers
9 technicians, 3 power drones
9 technicians, 3 power drones
Stage 3
17 technicians, 10 engineers
17 technicians, 10 power drones
17 technicians, 10 power drones
Resource from one job
Technician: +7 energy credits; Engineer: +18 energy credits
Technician: +7 energy credits; Power drone: +18 energy credits
Technician: +7 energy credits; Power drone: +15 energy credits
Improvement
Technician: +2.5 energy credits; Engineer: +6 energy credits
Technician: +2.5 energy credits; Power drone: +6 energy credits
Technician: +2.5 energy credits; Power drone: +6 energy credits
Bonus
Technician: +3.5 energy credits; Engineer: +9 energy credits
Technician: +3.5 energy credits; Power drone: +9 energy credits
Technician: +3.5 energy credits; Power drone: +9 energy credits
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:31am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Largesium

An unstable radioactive substance. In theory it can be used as a fuel for an incredibly powerful reactor.
  • Order number: 8
  • Produced resource: energy credits
  • Essence: Powerful power plant. May explode.
  • Idea source: Chernobyl nuclear power plant and April 1986.[en.wikipedia.org]
  • Note: The first of two modifiers with a trick. Initially, there was only one scenario - when the Largesium reactor reaches full power, then after some time it explodes, killing most of the planet's population and infecting a large area with radiation. At the moment, this is one of three possible scenarios.

Production table
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be learned, by default 3 technologies are available at most).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1
2 technicians, 1 engineer
2 technicians, 1 power drone
2 technicians, 1 power drone
Stage 2
9 technicians, 3 engineers
9 technicians, 3 power drones
9 technicians, 3 power drones
Stage 3
17 technicians, 10 engineers
17 technicians, 10 power drones
17 technicians, 10 power drones
Resource from one job
Technician: +7 energy credits; Engineer: +18 energy credits
Technician: +7 energy credits; Power drone: +18 energy credits
Technician: +7 energy credits; Power drone: +15 energy credits
Improvement
Technician: +2.5 energy credits; Engineer: +6 energy credits
Technician: +2.5 energy credits; Power drone: +6 energy credits
Technician: +2.5 energy credits; Power drone: +6 energy credits
Bonus
Technician: +3.5 energy credits; Engineer: +9 energy credits
Technician: +3.5 energy credits; Power drone: +9 energy credits
Technician: +3.5 energy credits; Power drone: +9 energy credits
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:31am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Eternium

An unstable element whose mass varies wildly when influenced by electromagnetic waves; it also has the peculiar ability to generate and alter gravity fields. It is theorized to be a residue of the explosion that took place at the creation of the Universe.
  • Order number: 9
  • Produced resource: Science
  • Issue: A research facility focused on physics research. Can blow up the planet.
  • Idea source: Development team. References to the universe "Half-Life"[en.wikipedia.org] were added later.
  • Note: Second of two modifiers with a trick. It can completely destroy the planet, but in this case leaves a place rich in physical research for a scientific station. Because of its danger, it appears only on small planets.

Production table
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be learned, by default 3 technologies are available at most).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hive Mind
Machine intelligence
Stage 1
1 scientist
1 drone
1 drone
Stage 2
3 scientists, 1 head scientist, 1 Gordon Freeman
3 Drones, 1 Science Drones, 1 Eternium Drone
3 Drones, 1 Science Drones, 1 Eternium Drone
Sponsorship Bonus
+9 scientists, +3 head scientists
+9 drones, +3 Science drones
+9 drones, +3 Science drones
Resource from one job
Employee: +7 each science; Head Scientist: +9 each science; Gordon Freeman: +10 each science, +20% physics research speed
Drone: +7 each science; Science drone: +9 each science; Eternium Drone: +10 each science, +20% physics research speed
Drone: +7 each science; Science drone: +9 each science; Eternium Drone: +10 each science, +20% physics research speed
Improvement
Employee: +2 each science; Head Scientist: +3 each science; Gordon Freeman: +6 each science
Drone: +2 each science; Science drone: +3 each science; Eternium Drone: +6 each science, +20% physics research speed
Drone: +2 each science; Science drone: +3 each science; Eternium Drone: +6 each science, +20% physics research speed
Bonus
Employee: +3.5 each science; Head Scientist: +4.5 each science; Gordon Freeman: +5 each science
Drone: +3.5 each science; Science drone: +4.5 each science; Eternium drone: +5 each science
Drone: +3.5 each science; Science drone: +4.5 each science; Eternium drone: +5 each science
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:31am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Torsion Coil

A very peculiar anomalous phenomenon that creates a spatial turbulence, affecting the elementary particles around it, and does not allow find one's way into itself.
  • Order number: 10
  • Produced resource: energy credits
  • The bottom line: Initially, it was a power plant, which gives the more energy, the more energy the empire has accumulated. A kind of bank that uses the accumulated funds to increase them. At the moment, the maximum of such an increase in energy is limited, the main part is generated by jobs, regardless of the accumulated energy.
  • Idea source: Development team
  • Note: The building for this modifier has only one level of development, which makes it a way to quickly get the "Communication Cube" relic.

Production table
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be learned, by default 3 technologies are available at most).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1
9 technicians, 3 engineers, the building brings up to 98.81 energy credits
9 technicians, 3 drones, the building brings up to 98.81 energy credits
9 technicians, 3 drones, the building brings up to 98.81 energy credits
Resource from one job
Technician: +7 energy credits; Engineer: +18 energy credits
Technician: +7 energy credits; Drones: +18 energy credits
Technician: +7 energy credits; Drones: +15 energy credits
Improvement
Technician: +5 energy credits; Engineer: +6.5 energy credits
Technician: +5 energy credits; Drones: +6.5 energy credits
Technician: +5 energy credits; Drones: +6.5 energy credits
Bonus
Technician: +3.2 energy credits; Engineer: +8 energy credits; +5 Technician and +2 engineers
Technician: +3.2 energy credits; Drones: +8 energy credits; +5 technicians and +2 Drones
Technician: +3.2 energy credits; Drones: +8 energy credits; +5 technicians and +2 Drones
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:31am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Firefly Swarm

A genuine wonder of nature, this Firefly Swarm is outstanding by virtue of their biological makeup alone.
  • Order number: 11
  • Produced resource: Food, science
  • Bottom: For organics - an excellent source of food, for lithoids and machine intelligence - an interesting object of study.
  • Idea source: Spacecraft "Bumblebee"[pikabu.ru]
  • Note: A building that provides not only food, but also reduces the food consumption of settlements is a valuable acquisition for organic empires. For empires that do not use food (including former organics) - fireflies can be studied, especially by increasing the sociological research produced.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, 3 technologies are available by default).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hive Mind
Machine intelligence
Stage 1
2 farmers, 1 breeder
2 farmers, 1 breeder
2 breeders
Farmers: +7 food; Breeder: +18 food
Farmers: +7 food; Breeder: +13 food
+8 each science, +1% empire sociological research speed
Stage 2
6 farmers, 2 breeders
6 farmers, 2 breeders
5 breeders
Farmers: +7 food; Breeder: +18 food, -10% pops food consumption
Farmers: +7 food; Breeder: +13 food, -10% pops food consumption
+8 each science, +1% empire sociological research speed
Stage 3
15 farmers, 5 breeders
15 farmers, 5 breeders
10 breeders
Farmers: +7 food; Breeder: +18 food, -10% pops food consumption
Farmers: +7 food; Breeder: +13 food, -10% pops food consumption
+8.5 each science, +2% empire sociological research speed
Improvement
Farmers: +5 food; Breeder: +6 food
Farmers: +5 food; Breeder: +6 food
+4 of each science
Bonus
Farmers: +7 food; Breeder: +9 food
Farmers: +7 food; Breeder: +9 food
+6 of each science
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:32am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Frequence anomaly

This area is somehow accelerating all signals and waves that pass through it. Our scientists plan to use it as a means to improve the logistics of our empire.
  • Order number: 12
  • Produced resource: Unity, trade value, amenities
  • Issue: Facilitates military expansion by reducing the size of the empire from systems and colonies, increasing the speed of ships and increasing the maximum limit of fleet management.
  • Idea source: Development team
  • Note: Useful modifier for wide empires relying on naval power. Favorite planet of the mod developer.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, 3 technologies are available by default).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hive Mind
Machine Intelligence
Stage 1
1 coordinator
1 coordinator
1 coordinator
+18 trade value, -3% empire size from systems
+4 unity, +14 amenities, -5% empire size from systems
+9 unity, -5% empire size from systems
Stage 2
3 coordinators
3 coordinators
3 coordinators
+18 trade value, -3% empire size from systems, +4 fleet command limit
+4 unity, +14 amenities, -5% empire size from systems, +4 fleet command limit
+9 unity, -5% empire size from systems, +4 fleet command limit
Stage 3
5 coordinators
5 coordinators
5 coordinators
+18 trade value, -5% empire size from systems, +6 fleet command limit, +3% ship speed
+4 unity, +14 amenities, -7% empire size from systems, +6 fleet command limit, +3% ship speed
+9 unity, -7% empire size from systems, +6 fleet command limit, +3% ship speed
Improvement
-2% empire size from planets
-2% empire size from planets
-2% empire size from planets
Bonus
+27 trading value
+24 unity
+24 unity
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:32am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Galaxy Market

Long ago, this was the center of the galactic trade and commerce network.
  • Order number: 13
  • Produced resource: Trade value, unity
  • Issue: Trade modifier, reduces tax in the market. Especially useful if the galactic market station is owned by someone else.
  • Idea source: Development team
  • Note: Just a useful building for an economy based on the active use of constant trade in the market.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, 3 technologies are available by default).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine Intelligence
Stage 1
2 brokers
2 brokers
2 brokers
+18 trading value
+15 energy credits, +4 unity
+8 energy credits, +7 unity
Stage 2
5 brokers
5 brokers
5 brokers
+18 trade value, -1% market tax
+15 energy credits, +4 unity, -1% market tax
+8 energy credits, +7 unity, -1% market tax
Stage 3
10 brokers
10 brokers
10 brokers
+22 trade value, -1% market tax
+20 energy credits, +4 unity, -1% market tax
+8 energy credits, +11 unity, -1% market tax
Improvement
+9.5 trading value
+8 energy credits, +2 unity
+5.5 energy credits, +4 unity
Bonus
+13.5 trading value
+10 energy credits, +4 unity
+4 energy credits, +9 unity
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:32am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Galactic Resort

A specially designed Rest and Relaxation complex, benefiting from state of the art facilities.
  • Order number: 14
  • Produced resource: Unity
  • Issue: A building that has two development options - for machine intelligence and for other empires. Machines use this planet to speed up their assembly, others to rest and restore health.
  • Idea source: Development team
  • Note: An extremely useful modifier for machine intelligence if the galaxy settings limit the growth of new settlements. For non-machines, a bonus to the lifespan of leaders will be useful.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, by default 3 technologies are available maximum).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1
1 manager
1 rehabilitators
1 replicator
+14 unity, +5 years leader lifespan, +4 planetary housing
+14 unity, +5 years leader lifespan, +4 planetary housing
+1 machine assembly speed on the planet, +2% machine assembly speed in the empire
Stage 2
3 managers
3 rehabilitators
2 replicators
+14 unity, +5 years leader lifespan, +4 planetary housing
+14 unity, +5 years leader lifespan, +4 planetary housing
+1 machine assembly speed on the planet, +4% machine assembly speed in the empire
Stage 3
5 managers
5 rehabilitators
3 replicators
+14 Unity, +8 Leader Lifespan, +4 Planet Housing
+14 Unity, +8 Leader Lifespan, +4 Planet Housing
+1 machine assembly speed on the planet, +6% machine assembly speed in the empire
Improvement
+5 unity, +3 years of leader lifespan
+5 unity, +3 years of leader lifespan
+1 machine assembly speed on the planet, +1% machine assembly speed in the empire
Bonus
+24 unity
+24 unity
+3% machine assembly speed in the empire
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:32am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:42am 
Ideal Place

Although the area appears ordinary at first, it somehow inspires our people that this is a perfect building spot, where any type of building can be erected.
  • Order number: 15
  • Produced resource: energy credits, minerals, food, unity, science.
  • The essence: A building with 4 stages of development, while the direction of development and the resource produced are chosen by the player himself.
  • Idea source: Development team
  • Note: An attempt to create a modifier that will give the player more freedom in choosing the resource to be produced. Quite a successful attempt, although the majority chooses the development of science.

Production table
IMPORTANT: Produced resources are specified for one job.
Improvement - a bonus from one improvement technology for one job (a maximum of 5 technologies can be studied, 3 technologies are available by default).
Bonus - bonus from the relic "Communication Cube" for one job after the completion of excavation on the planet and the appearance of the corresponding planetary deposit.

Regular empires
Hivemind
Machine intelligence
Stage 1 (foundation)
no
no
no
Stage 2 (production)
1 Engineers, 1 geophysicist
1 power drone, 1 geophysicist
1 power drone, 1 geophysicist
Stage 2 (science)
1 administrator, 1 Science staff
1 administrator, 1 Science drone
1 administrator, 1 Science drone
Engineers: +18 energy credits; Geophysicist: +18 minerals; Administrator: +16 unity; Science staff: +8 each science
Power drone: +18 energy credits; Geophysicist: +18 minerals; Administrator: +16 unity; Science drone: +8 each science
Power drone: +15 energy credits; Geophysicist: +18 minerals; Administrator: +16 unity; Science drone: +8 each science
Stage 3 (production)
4 Engineers, 4 geophysics
4 Power drones, 4 geophysics
4 Power drones, 4 geophysics
Stage 3 (mining)
4 geophysics, 4 agronomists
4 geophysics, 4 agronomists
4 geophysics, 4 agronomists
Stage 3 (food)
4 agronomists, 4 administrators
4 agronomists, 4 administrators
4 agronomists, 4 administrators
Stage 3 (scientific)
4 administrators, 4 Science staff
4 administrators, 4 Science drones
4 administrators, 4 Science drones
Engineer: +18 energy credits; Geophysicist: +18 minerals; Agronomist: +18 food; Administrator: +16 unity; Science staff: +8 each science
Power drone: +18 energy credits; Geophysicist: +18 minerals; Agronomist: +15 food; Administrator: +16 unity; Science drone: +8 each science
Power drone: +15 energy credits; Geophysicist: +18 minerals; Agronomist: +18 food; Administrator: +16 unity; Science drone: +8 each science
Stage 4 (energy)
10 Engineers
10 Power drones
10 Power drones
Stage 4 (minerals)
10 geophysicists
10 geophysicists
10 geophysicists
Stage 4 (food)
10 agronomists
10 agronomists
10 agronomists
Phase 4 (unity)
10 administrators
10 administrators
10 administrators
Stage 4 (science)
10 Science staff
10 Science drone
10 Science drone
Engineer: +23.5 energy credits, +1% empire energy credit generation; Geophysicist: +23.5 minerals, +1% empire mining; Agronomist: +24 food, +1% empire food production; Administrator: +20.5 unity, +1% unity production by the empire; Science staff: +8 each science, +1% empire research speed
Power drone: +23.5 energy credits, +1% empire energy credit generation; Geophysicist: +23.5 minerals, +1% empire mining; Agronomist: +20.5 food, +1% empire food production; Administrator: +20.5 unity, +1% unity production by the empire; Science drone: +8 each science, +1% empire research speed
Power drone: +20.5 energy credits, +1% empire energy credit generation; Geophysicist: +23.5 minerals, +1% empire mining; Agronomist: +24 food, +1% empire food production; Administrator: +20.5 unity, +1% unity production by the empire; Science drone: +8 each science, +1% empire research speed
Improvement
Engineer: +10 energy credits; Geophysicist: +10 minerals; Agronomist: +10 food; Administrator: +8 unity; Science staff: +2.8 each science)
Power drone: +10 energy credits; Geophysicist: +10 minerals; Agronomist: +10 food; Administrator: +8 unity; Science drone: +2.8 each science)
Power drone: +10 energy credits; Geophysicist: +10 minerals; Agronomist: +10 food; Administrator: +8 unity; Science drone: +2.8 each science)
Bonus
Engineer: +15 energy credits; Geophysicist: +15 minerals; Agronomist: +15 food; Administrator: +12 unity; Science staff: +6 each science)
Power drone: +15 energy credits; Geophysicist: +15 minerals; Agronomist: +15 food; Administrator: +12 unity; Science drone: +6 each science)
Power drone: +15 energy credits; Geophysicist: +15 minerals; Agronomist: +15 food; Administrator: +12 unity; Science drone: +6 each science)
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:32am
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