More Tech

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Author: Damocles66

Last revision: 16 May at 21:11 UTC (16)

File size: 18.45 MB

On Steam Workshop

Description:

Adds some more tech to (late) game.
New Habs:

  • Early tier-1 research lab providing 15 research
  • More powerful fusion generator that uses exotic matter and antimatter to produce vast amounts of power, which is good as the other modules require a lot of power.
  • More powerful solar farm that uses exotic matter and antimatter to produce vast amounts of power.
  • Exotic matter production: uses antimatter and a lot of power to generate exotic matter <*!* – note see below>
  • More Antimatter production: upgrades of the supercollider, using exotic matter for even more antimatter production
  • Synthesiser: A matter-energy converter that generates basic resources for a hab
  • Metal Irradiator: Turns metals and noble metals into fissible
  • Six advanced Mining-Habs (two per tier) that consume exotics and/or antimatter for increased yield
  • An advanced Nanofactoring complex using exotic matter to produce more money an improve buildtime
  • A set (in total 20) of deep core mines/wells starting with tier2(=settlement) bases including versions consuming antimatter and/or exotics[the images were AI created].
  • Two new control towers to increase control point capacity.
  • Two new radiators.

Projects

  • Future-Tech: Welfare providing increased welfare reduction of global warming.
  • Repeatable faction project: Advanced Space Exploitation Studies (5% Space Mining boost)
  • Two projects reducing hab bombing damage
  • Two projects reducing MCU signature for alien hate without Pherocryte Analysis
  • Repeatable project to update the alien threat meter
  • Repeatable project to extend councillors life expectancy
  • Repeatable project to reduce alien hate

Ship-Equipment

  • Advanced plasma cannons (MKIV + MKV)
  • Advanced Hybrid Armor
  • Two new ship engines and corresponding reactors.

(*)The exotics production means you will end up outproducing the aliens in this. To counteract this you can use More Exotics for Aliens to boost their production as well.

For a change in balance regarding the vanilla buildings you can check out Scale Up

Note:
If you just activated the mod, or run the first time after a mod-update, it is possible that names of e.g. projects/technology or icons (e.g. hab-buildings) are not displayed correctly. Just restart the game with the mod remaining active.