Interplanetary Agriculture ver 3.7
It would be great if you switched over to it, or at least took a glance to decide if it’s for you.
For version 3.7
No DLCs required
An update to Interplanetary Agriculture: https://steamcommunity.com/sharedfiles/filedetails/?id=1872228567&searchtext=interplanetary
The mod has undergone a bit of a restructuring. As such, it is a more important time than ever to report any suspected bugs you may encounter.
Please download the mod dependency for full functionality.
Exotic Deposits and Resources got released.
Now you will be able to turn you excess food into something more useful, like:
- Unity
- Consumer Goods
- Minerals
- D R U G S
(Taken from the originals desc)
The mod adds the following buildings, available through technologies in the Society tech tree:
- Spice, Tea, Lavender buildings give access to Cultivator jobs, that come in several flavours. Spice cultivator produce consumer goods, Tea cultivators produce unity, and lavender cultivators produce amenities. All these jobs also create trade value on their worlds.
- Purifying Algae buildings give Algae Workers who produce alloys without the need for minerals.
- Flowers of Silence buildings house Shady Botanists who produce research and amenities, but also increase crime.
- Red Flowers buildings house Militant Botanists who produce fleet capacity and armies, but decrease stability.
- Lichen Mining Plants turn Food into Minerals at a favorable rate.
- The civic-locked Pale Tree Temples produce a large amount of unity as well as amenities.
The mod also includes several Civics that boost the mod’s jobs and buildings, as well as a new planetary specialization, Greenhouse World and the ability to seed empire unique Planetary Gardens that bring various advantages to your planets.
Btw, unlike in the original, the ai will now be able to build the new stuff as well (although I don’t know how successfully)
Credits to Isilanka for the original