More Tech
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.
Download
Revisions:
Old revisions of this mod are available below. Click the link to download.