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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Showing 16-28 of 28 comments
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Science Planetary Complex

This whole planet is a holistic archive of knowledge gathered by an ancient civilization. While it is a ruin at the moment, it can be restored to its former glory.
  • Order number: 16
  • Produced resource: Science
  • Issue: One of the planetary complexes, focused on the production of science.
  • Idea source: Development team
  • Note: Initially, when the planet consisted of "tiles", many segments of the complex were built, giving a bonus to neighboring buildings. Now the meaning of the concept of "planetary complex" is lost.

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
2 scientists, +1 scientist for every 20 pops
2 drones, +1 drone for every 20 pops
2 drones, +1 drone for every 20 pops
Stage 2
8 scientists, +1 scientist for every 10 pops
8 drones, +1 drone for every 10 pops
8 drones, +1 drone for every 10 pops
Stage 3
18 scientists, +1 scientist for every 5 pops
18 drones, +1 drone for every 5 pops
18 drones, +1 drone for every 5 pops
Resource from one job
+6 of each science
+6 of each science
+6 of each science
Improvement
+1.2 of each science
+1.2 of each science
+1.2 of each science
Bonus
+2.8 of each science
+2.8 of each science
+2.8 of each science
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:33am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Energy Planetary Complex

This whole planet is a decrepit power station belonging to an ancient civilization. It did not take to the passage of the ages well, but with an appropriate investment of time and resources, it can be restored.
  • Order number: 17
  • Produced resource: energy credits
  • Issue: One of the planetary complexes, focused on the production of energy credits.
  • Idea source: Development team
  • Note: Initially, when the planet consisted of "tiles", many segments of the complex were built, giving a bonus to neighboring buildings. Now the building gives a bonus to the maximum number of energy districts, a bonus to energy production, and a bonus to the total number of districts on the planet.

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 Max Energy Districts, +5% Planetary Energy Production
+4 Max Energy Districts, +5% Planetary Energy Production
+4 Max Energy Districts, +5% Planetary Energy Production
Stage 2
5 Engineers, +7 Maximum Energy Districts, +3 Maximum Districts, +10% Global Energy Production
5 Power Drone, +7 Maximum Energy Districts, +3 Maximum Districts, +10% Global Energy Production
5 Power Drone, +7 Maximum Energy Districts, +3 Maximum Districts, +10% Global Energy Production
Stage 3
10 Engineers, +15 maximum energy districts, +10 maximum districts, +20% planetary energy production
10 Power Drone, +15 maximum energy districts, +10 maximum districts, +20% planetary energy production
10 Power Drone, +15 maximum energy districts, +10 maximum districts, +20% planetary energy production
Resource from one job
+5 energy credits
+5 energy credits
+5 energy credits
Improvement
Engineer: +3.5 energy credits; Building: +3 Maximum Energy Districts, +2 Maximum Districts
Power Drone: +3.5 energy credits; Building: +3 Maximum Energy Districts, +2 Maximum Districts
Power Drone: +3.5 energy credits; Building: +3 Maximum Energy Districts, +2 Maximum Districts
Bonus
Engineer: +5 energy credits; Building: +10 Maximum Energy Districts, +5 Maximum Districts
Power Drone: +5 energy credits; Building: +10 Maximum Energy Districts, +5 Maximum Districts
Power Drone: +5 energy credits; Building: +10 Maximum Energy Districts, +5 Maximum Districts
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:33am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Mining Planetary Complex

This whole planet is a decrepit mining facility belonging to an ancient civilization. It did not take to the passage of the ages well, but with an appropriate investment of time and resources, it can be restored.
  • Order number: 18
  • Produced resource: Minerals
  • Issue: One of the planetary complexes, focused on the production of minerals.
  • Idea source: Development team
  • Note: Initially, when the planet consisted of "tiles", many segments of the complex were built, giving a bonus to neighboring buildings. Now the building gives a bonus to the maximum number of mining districts, a bonus to the production of minerals, and a bonus to the total number of districts on the planet.

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
+4 Max Mining Districts, +5% Mineral Production on the Planet
+4 Max Mining Districts, +5% Mineral Production on the Planet
+4 Max Mining Districts, +5% Mineral Production on the Planet
Stage 2
5 geophysicists, +7 max mining districts, +3 max districts, +10% planetary mineral output
5 geophysicists, +7 max mining districts, +3 max districts, +10% planetary mineral output
5 geophysicists, +7 max mining districts, +3 max districts, +10% planetary mineral output
Stage 3
10 geophysicists, +15 max mining districts, +10 max districts, +20% planetary mining
10 geophysicists, +15 max mining districts, +10 max districts, +20% planetary mining
10 geophysicists, +15 max mining districts, +10 max districts, +20% planetary mining
Resource from one job
+5 minerals
+5 minerals
+5 minerals
Improvement
Geophysicist: +3.5 minerals; Building: +3 Max Mining Districts, +2 Max Districts
Geophysicist: +3.5 minerals; Building: +3 Max Mining Districts, +2 Max Districts
Geophysicist: +3.5 minerals; Building: +3 Max Mining Districts, +2 Max Districts
Bonus
Geophysicist: +5 minerals; Building: +10 maximum mining districts, +5 maximum districts
Geophysicist: +5 minerals; Building: +10 maximum mining districts, +5 maximum districts
Geophysicist: +5 minerals; Building: +10 maximum mining districts, +5 maximum districts
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:33am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Food Planetary Complex

This whole planet is a decrepit food facility belonging to an ancient civilization. It did not take to the passage of the ages well, but with an appropriate investment of time and resources, it can be restored.
  • Order number: 19
  • Produced resource: Food, energy credits
  • Issue: One of the planetary complexes, focused on the production of food for organics, or energy credits for lithoids and machine intelligence.
  • Idea source: Development team
  • Note: Initially, when the planet consisted of "tiles", many segments of the complex were built, giving a bonus to neighboring buildings. Now the building gives a bonus to the maximum number of farming districts, a bonus to the production of food, and a bonus to the total number of districts on the planet.

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 Max Farming Districts, +5% Food Production on the Planet
+4 Max Farming Districts, +5% Food Production on the Planet
+4 Max Energy Districts, +5% Planetary Energy Production
Stage 2
5 Agronomists, +7 maximum farming districts, +3 maximum districts, +10% food production on the planet
5 Agronomists, +7 maximum farming districts, +3 maximum districts, +10% food production on the planet
5 Power Drone, +7 Maximum Energy Districts, +3 Maximum Districts, +10% Global Energy Production
Stage 3
10 Agronomists, +15 maximum farming districts, +10 maximum districts, +20% food production on the planet
10 Agronomists, +15 maximum farming districts, +10 maximum districts, +20% food production on the planet
10 Power Drone, +15 maximum energy districts, +10 maximum districts, +20% planetary energy production
Resource from one job
+5 food
+5 food
+5 energy credits
Improvement
Agronomist: +3.5 food; Building: +3 Maximum Farm Districts, +2 Maximum Districts
Agronomist: +3.5 food; Building: +3 Maximum Farm Districts, +2 Maximum Districts
Power Drone: +3.5 energy credits; Building: +3 Maximum Energy Districts, +2 Maximum Districts
Bonus
Agronomist: +5 food; Building: +10 Maximum Farm Districts, +5 Maximum Districts
Agronomist: +5 food; Building: +10 Maximum Farm Districts, +5 Maximum Districts
Power Drone: +5 energy credits; Building: +10 Maximum Energy Districts, +5 Maximum Districts
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:33am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Recreational Planetary Complex

This whole planet is a decrepit recreational complex of an ancient civilization. It did not take to the passage of the ages well, but with an appropriate investment of time and resources, it can be restored.
  • Order number: 20
  • Produced resource: Unity
  • Issue: One of the planetary complexes focused on the production of unity.
  • Idea source: Development team
  • Note: Initially, when the planet consisted of "tiles", many segments of the complex were built, giving a bonus to neighboring buildings. Now the meaning of the concept of "planetary complex" is lost.

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
3 administrators, +1 administrators for every 20 pops
3 drones, +1 drone for every 20 pops
3 drones, +1 drone per 20 pops
+10 unity
+9.4 unity
+10.5 unity
Stage 2
6 administrators, +1 administrator for every 10 pops
6 drones, +1 drone for every 10 pops
6 drones, +1 drone per 10 pops
+10 unity, +1% unity production in the empire
+9.4 unity, +1% unity production in the empire
+10.5 unity, +1% unity production in the empire
Stage 3
15 administrators, +1 administrator for every 5 pops
15 drones, +1 drone for every 5 pops
15 drones, +1 drone for every 5 pops
+10 unity, +1% unity production in the empire
+9.4 unity, +1% unity production in the empire
+10.5 unity, +1% unity production in the empire
Improvement
+3.5 unity
+3.5 unity
+3.5 unity
Bonus
+8.6 unity
+8.6 unity
+8.6 unity
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:34am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Factory Planetary Complex

This whole planet is a decrepit factory complex belonging to an ancient civilization. It did not take to the passage of the ages well, but with an appropriate investment of time and resources, it can be restored.
  • Order number: 21
  • Produced resource: Consumer goods, alloys
  • Issue: One of the planetary complexes, focused on the production of non-gestalt mass-market goods, or gestalt alloys.
  • Idea source: Development team
  • Note: The building now gives a bonus to the maximum number of industrial districts, a bonus to the production of consumer goods, and a bonus to the total number of districts on the planet.

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
3 artisans, +1 to maximum districts, +5% production of goods on the planet
3 artisans, +1 to maximum districts, +5% production of alloys on the planet
3 artisans, +1 to maximum districts, +5% production of alloys on the planet
+7 goods
+4 alloys
+4 alloys
Stage 2
8 artisans, +5 to maximum districts, +10% production of goods on the planet
8 artisans, +5 to maximum districts, +10% production of alloys on the planet
8 artisans, +5 to maximum districts, +10% production of alloys on the planet
+7 goods
+4 alloys
+4 alloys
Stage 3
16 artisans, +10 to maximum districts, +20% production of goods on the planet
16 artisans, +10 district cap, +20% planetary alloy production
16 artisans, +10 district cap, +20% planetary alloy production
+11.5 goods
+6.5 alloy
+6.5 alloy
Improvement
Artisan: +4 goods; Building: +1 to maximum districts
Artisan: +2 alloy; Building: +1 to maximum districts
Artisan: +2 alloy; Building: +1 to maximum districts
Bonus
Artisan: +8 goods; Building: +3 to maximum districts
Artisan: +5 alloys; Building: +3 to maximum districts
Artisan: +5 alloys; Building: +3 to maximum districts
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:34am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Foundry Planetary Complex

This whole planet is a decrepit foundry complex belonging to an ancient civilization. It did not take to the passage of the ages well, but with an appropriate investment of time and resources, it can be restored.
  • Order number: 22
  • Produced resource: Alloys
  • Issue: One of the planetary complexes, focused on the production of alloys.
  • Idea source: Development team
  • Note: The building now gives a bonus to the maximum number of industrial districts, a bonus to the production of alloys, and a bonus to the total number of districts on the planet.

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
3 Metallurgists, +1 district maximum, +5% planetary alloy production
3 Foundry drones, +1 district maximum, +5% planetary alloy production
3 Foundry drones, +1 district maximum, +5% planetary alloy production
+4 alloys
+4 alloys
+4 alloys
Stage 2
8 Metallurgists, +5 districts maximum, +10% planetary alloy production
8 Foundry drones, +5 districts maximum, +10% planetary alloy production
8 Foundry drones, +5 districts maximum, +10% planetary alloy production
+4 alloys
+4 alloys
+4 alloys
Stage 3
16 Metallurgists, +10 district maximum, +20% planetary alloy production
16 Foundry drones, +10 district maximum, +20% planetary alloy production
16 Foundry drones, +10 district maximum, +20% planetary alloy production
+6.5 alloy
+6.5 alloy
+6.5 alloy
Improvement
Metallurgist: +2 alloy; Building: +1 to maximum districts
Foundry drone: +2 alloy; Building: +1 to maximum districts
Foundry drone: +2 alloy; Building: +1 to maximum districts
Bonus
Metallurgist: +5 alloys; Building: +3 to maximum districts
Foundry drone: +5 alloys; Building: +3 to maximum districts
Foundry drone: +5 alloys; Building: +3 to maximum districts
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:34am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Recycling Planetary Complex

This whole planet is a decrepit recycling complex belonging to an ancient civilization. It did not take to the passage of the ages well, but with an appropriate investment of time and resources, it can be restored.
  • Order number: 23
  • Produced resource: Rare resources
  • Issue: One of the planetary complexes, focused on the production of rare resources.
  • Idea source: Development team
  • Note: The building gives jobs that produce rare resources. This one planet allows you to free up many building slots on other planets that would be occupied by buildings for the production of rare resources.

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
2 Recyclers, +1 Recycler for every 20 pops
2 Recyclers, +1 Recycler for every 20 pops
2 Recyclers, +1 Recycler for every 20 pops
Stage 2
7 Recyclers, +1 Recycler for every 10 pops
7 Recyclers, +1 Recycler for every 10 pops
7 Recyclers, +1 Recycler for every 10 pops
Stage 3
18 Recyclers, +1 Recycler for every 5 pops
18 Recyclers, +1 Recycler for every 5 pops
18 Recyclers, +1 Recycler for every 5 pops
Resource from one job
+1 of each rare resource
+1 of each rare resource
+1 of each rare resource
Improvement
+0.2 of each rare resource
+0.2 of each rare resource
+0.2 of each rare resource
Bonus
+0.5 of each rare resource
+0.5 of each rare resource
+0.5 of each rare resource
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:35am
Dimuch62 [RUS]  [developer] Mar 30, 2019 @ 9:43am 
Talisman

Talisman - the unofficial name of this planet, assigned to it by those that discovered it. The reason for this name is unknown.
There are two unique features of this planet. First, the entire surface of the planet is unusually electrified, and so much so that energy can be directly extracted from the litosphere. Secondly, strange boxes are scattered all over the planet, within which various resources appear from time to time.

  • Order number: 24
  • Produced resource: Any
  • Gist: The first of the two buildings on the planet - the power plant - is a cheap source of energy. But it has a peculiarity - the power plant must be constantly "restarted": after construction, it can be improved 4 times, but the improvements disappear over time, and you need to improve it again. The second building - the Talisman Complex - is a building that produces a random resource in a random amount. With an extremely low chance, the Talisman Complex can start a special plot.
  • Idea source: C. Lukyanenko, "Spectrum"[en.wikipedia.org]
  • Note: A planet with non-standard mechanics. But at the same time, these mechanics have their own interest. The only mod building that has no jobs.

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
Power plant
9 to 45 energy credits (after learning advanced power plant technology from 14 to 70 energy credits)
9 to 45 energy credits (after learning advanced power plant technology from 14 to 70 energy credits)
9 to 45 energy credits (after learning advanced power plant technology from 14 to 70 energy credits)
Improvement
+16 energy credits
+16 energy credits
+16 energy credits
Bonus
+40 energy credits
+40 energy credits
+40 energy credits
Complex "Talisman"
Random number of multiple random resources
Random number of multiple random resources
Random number of multiple random resources
Last edited by Dimuch62 [RUS]; Jun 1, 2023 @ 2:36am
Dimuch62 [RUS]  [developer] Jun 5, 2023 @ 11:38pm 
Havoc: "Dark Angel"

This ship has no weapons of its own, and is essentially defenseless in space battles. But it can change the properties of large masses commensurate with planets and make small dark holes out of these masses. Dark holes are like black holes, but with their own characteristics.
  • Where available: Dialog window after activating the "Communication Cube" relic.
  • How to obtain: Becomes available when select "We need something special..." after all 20 upgrades in section "Improvements: Fleet Power" have been purchased.
  • Cost: 1000 Ancient Knowledge, 50000 Energy Credits and 20000 Alloys.
  • Principle of action: It is used against hostile planets, and of a standard type (not from modifications). Compresses the matter of the planet to form a tiny black hole. Causes fierce hatred of other empires.
Dimuch62 [RUS]  [developer] Jun 5, 2023 @ 11:39pm 
Havoc: "Projector"

Oh, you prefer defensive tactics? Then we have something to offer you. For example, the Projector-class training command ship - its computing power allows you to arrange the most realistic simulation of a planetary invasion. As a result, the effectiveness of protection against planetary bombardments is increased , and defensive armies gain useful experience.
  • Where available: Dialog window after activating the "Communication Cube" relic.
  • How to obtain: Becomes available when you select "We need something special..." after all 20 upgrades in section "Improvements: Defense" have been purchased.
  • Cost: 1000 Ancient Knowledge, 50000 Energy Credits and 20000 Alloys.
  • Principle of action: Applied on their planets. Turns the planet into an impregnable fortress, but only for 10 years. Adds a temporary modifier to the planet: damage, health and morale of defensive armies +50%, damage from orbital bombardment -75%.
Dimuch62 [RUS]  [developer] Jun 5, 2023 @ 11:39pm 
Havoc: "Inator"

Long ago, we found blueprints by one Dr. Heinz Doofenshmirtz[en.wikipedia.org] and tweaked them a bit. The result is a fine mining ship. This ship has no weapons of its own, and is not intended for space combat. But it can extract the metal cores of uninhabited planets and a variety of other useful minerals.
  • Where available: Dialog window after activating the "Communication Cube" relic.
  • How to obtain: Becomes available when you select "We need something special..." after all 20 upgrades in section "Improvements: Economy" have been purchased.
  • Cost: 1000 Ancient Knowledge, 50000 Energy Credits and 20000 Alloys.
  • Principle of action: It is used on lifeless planets. Extracts all useful minerals and metals from the planet. Can be used in vassal territory.
Dimuch62 [RUS]  [developer] Jun 5, 2023 @ 11:39pm 
Havoc: "Processor"

Are you short on computing power? Then this ship is for you! It carries only the most powerful quantum computers, capable of greatly boosting scientific research on one particular planet for a short time.
  • Where available: Dialog window after activating the "Communication Cube" relic.
  • How to obtain: Becomes available when you select "We need something special..." after all 20 upgrades in section "Improvements: Science and Development" have been purchased.
  • Cost: 1000 Ancient Knowledge, 50000 Energy Credits and 20000 Alloys.
  • Principle of action: Applied on their planets. Increases science production on the planet for 10 years. Adds a temporary modifier to the planet: production of all three types of science +25%, upkeep of researchers -50%.
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