[Out of Date] Stellar Resources

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Author: Audie

Last revision: 26 Feb, 2018 at 21:49 UTC (5)

File size: 39.33 MB

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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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