Corrupted’s Buildings and Techs 3.0.2
Corrupted’s Buildings and Techs 3.0.2
Introducing TEN new planetary buildings, two new ship modules, and techs to unlock all of them. With the advent of 3.0, I felt it prudent to add the resource production to the building itself as opposed to pop jobs.
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Techs:
All of them are unlocked with “Quantum Nano-Scale Theory” tech, then you will be able to research the other techs. (This is a rare Tier 5 Field Manipulation tech)
Buildings – Each “Integrated” building has their effects applied for the first 10 districts
* Integrated Planetary Amplifier – This building has 2 different effects if the empire is Gestalt or not
BOTH: +4 Energy per Energy District. Technicians output +15%.
GESTALT: +5 Amenities. This will allow gestalt to convert some planets into energy balls late game.
REGULAR: +2 Consumer Goods. Having the amplifier focus on pure energy didn’t feel like quite enough.
* Mineral Fracker / Geothermal Generator
Adds 2 miner/technician job in a building slot as opposed to building a normal district.
* Integrated Gene Research Labs
+6 Society Research, +4 Food per Farming district built at the cost of 4 energy. +25% to Researchers output.
* Integrated Industrial Research Labs
+6 Physics and Engineering Research per Industrial district built at the cost of 4 energy. +25% to Researchers output.
* Integrated Planetary Forge Complex
+3 Alloys at the cost of 4 minerals. Metallurgist output +15%.
* Dark Matter Refinery
Adds a way for a normal empire to make Dark Matter. Requires the ability to mine dark matter AND “Quantum Nano-Scale Theory” in order to unlock
* Living Metal Manufactory
Adds a way for a normal empire to make Living Metal. Requires the ability to mine living metal AND “Quantum Nano-Scale Theory” in order to unlock
* Nanite Manufactory
Adds a way for a normal empire to make Nanites. Requires just “Quantum Nano-Scale Theory” in order to unlock
* Zro Distillery
Adds a way to manufacture Zro. Need to unlock Zro mining only. Tier 5 tech.
Ship Parts
* Dark Matter Shield Booster
Shield booster using Dark Matter. 2x effect of vanilla shield booster. Requires shield booster tech and dark matter shields.
* Living Metal Bulkheads
Increases Armor and Hull points of a ship.
* Nanite Repair Module
Requires “Nano-Programming”.
For those who do not have Distant Stars, I created a ship module with similar performance to the one from the DLC. For those with the DLC, the component is now unlockable through tech.