Stellaris

Stellaris

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Make Resource Stations Great Again
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19 Nov, 2023 @ 6:47pm
14 Mar, 2024 @ 5:48pm
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Make Resource Stations Great Again

Description
Over the updates, orbital resource stations have been completely powercreeped into irrelevance. Low lategame output make this so, and that is because each technology that affects the resource stations only gives 10% per tech. Once all five are researched, thats only a 50% increase.

This mod changes all those 10% modifiers to a cumulative curve starting with 10% and adding 10% to the previous tech for all 5 techs, once all are researched that makes a total 150% increase to output from all resource stations. This should make them much more relevant throughout the game.

This mod only changes the techs for the stations. It should work for all updates going forward unless a full rework happens.
It also should be compatible with most mods. Please let me know in the comments of any it doesn't work with and I will update the description.

This mod used to have a flat rate of 30% for each tech, if you'd like to use that, I have it archived here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3095295941
40 Comments
Si O'son 18 Sep @ 2:25pm 
doesnt work for me sadly :(
PLMMJ 11 Sep @ 8:43pm 
Maybe you could upload a 3rd version that increases 5% per level instead of 10%? That's still a total +100%, may be too much still.
Freakshow  [author] 11 Sep @ 6:49pm 
in theory, in practice it may be a overtuned due to things like dyson swarms and arc furnaces now existing
Si O'son 11 Sep @ 3:23pm 
does this work still?
Furst 9 May @ 4:23am 
Will the mod be updated for version 4.0?
PLMMJ 24 Apr @ 10:48am 
It still works but workshop says 3.12
PLMMJ 4 Feb @ 5:38pm 
Is the mod still working as intended? Stellaris mod manager yelling at me saying it's out of date but it was doing the same with Dark Space and it's working just fine so far.
Void Dragon 17 Oct, 2024 @ 3:32pm 
Cool, I had a mod like that, but with this one, I don't have to update mine anymore!
RutraNickers 14 Aug, 2024 @ 2:38am 
Ah, it was a balancing choice. My bad, mate. I thought those techs were that research tiers back in the day. Sorry for the confusion.
Freakshow  [author] 13 Aug, 2024 @ 6:20pm 
@LauraTons It should work the same, the changed tech tiers and costs were a balancing choice on my end from when I first made the mod. I am not sure how well this will play with the new kilostructures however, so feel free to experiment.