Stellaris

Stellaris

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Upgradable Resource Refineries
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1.044 MB
8 Aug, 2019 @ 11:33am
20 May @ 6:47pm
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Upgradable Resource Refineries

In 1 collection by Saxon
Saxon's Mods for Stellaris
5 items
Description



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This mod adds two new tiers of strategic resource refinery buildings to the game, they function the same as the vanilla refineries except with higher output and upkeep costs. It also adds buildings that increase the output of metallurgist and artisan (alloys and consumer goods) jobs at the cost of increased resource upkeep.

Be aware the upkeep costs of these jobs can start to get pretty expensive if all these buildings are used together. It is generally useful to maximize production on specialized colonies such as forge worlds where the various stacking bonuses can be used to help to offset the exorbitant upkeep costs, as well as maximise the output of said buildings.

A late-game technology also adds a building which further increases the output of strategic resource producing jobs by 25%.



To unlock the new buildings several technologies have been added which need to be researched first. Their naming conventions, discriptions and sprites all match the general themes and aesthetics of the base game.



If you like my content please also check out the Youtube channel of my wife and I, where we play games and talk trash together. We would greatly appreciate it if you took some time to watch our antics!

Popular Discussions View All (3)
20
3 Aug, 2021 @ 2:56pm
How much should the monthly upkeep be?
Saxon
4
6 Jan, 2022 @ 2:16pm
Looking for volunteer translators
Saxon
3
29 Nov, 2019 @ 4:04am
Ideas, just straight up ideas.
Eye9
241 Comments
I Darkstar X 1 Jun @ 7:37am 
Would it? Just invert the colors and/or mirror the image and/or put the symbol for the unique resource in the corner.
Sidewinder Fang  [author] 24 May @ 10:49am 
@TheVoidGenome It would be possible, however it would take an inordinate amount of time and effort as there would have to be custom sprites made for the individual buildings and that's a lot of work for a single rather niche origin.
TheVoidGenome 23 May @ 10:08pm 
is it possible to make a version specifically for wilderness, the 3 strategic resource buildings for wilderness origin will not upgrade considering the fact that they are different. thanks in advance!
Hebrux 23 May @ 12:33pm 
This mod is so GOATED
Saxon  [author] 20 May @ 6:55pm 
The mod has been updated thanks to the valiant effort of Sidewinder Fang. Never forget that the worm loves you. Always.
Lancer_Vance 8 May @ 10:40am 
Good luck and I hope the new update doesn't make things too difficult. This mod is a must-have for me for when getting to end-game, normal factories/refiners can't keep up.
tilarium 4 May @ 12:00pm 
Pretty much every mod is going to be killed with the 4.0. Glad to hear you guys are planning on getting this one updated as you can. Take your time, might be quick and easy or hard and overly complicated
Saxon  [author] 4 May @ 11:41am 
Just a warning ahead of time. As many of you know there is a HUGE update coming out. And from the looks of it this mod is going to be bricked because of it. We (@Sidewinder Fang in particular) are already planning how to proceed. Sadly the beta is too much in flux at the moment so we'll have to hit the ground running once the official release hits.
Saxon  [author] 4 May @ 11:38am 
@John McCreedy Sorry for the late reply. It's been a long time ago since I created this mod. The design philosophy at the time was to have "1 per planet" Hubs->Centers->Cores (compare them to the Ruhr in Germany). These centralized hubs make ALL other factories and foundries on the planet, and in orbit, more efficient by streamlining logistics, administration, etc.

I've differentiated these from the "regular" foundries and factories which are uncapped. You can create these anywhere you have available build slots. But all they do is add more worker jobs. Think of these like more decentralized/standard issue industrial parks.
Michigancubed 14 Mar @ 5:59pm 
@john McCreedy I havent used this mod for a long time but I believe they work like the old alloy foundries and civilian industries pre planet district rework back in like 3.0 where you can build as many as you want I think?