Dandy Dec 13, 2018 @ 7:41am. This mod, which was creatively titled. Ten millennia ago, the galaxy had glimpsed apocalypse when Ascended Empires waged war and brought death to a mighty civilization. Prior to the game I am now currently playing, I had only ever experienced a single spawn in a star system, with 1 exception that had 4 spawns. 3 On the Shoulders of Giants sites 3. Description. Ancient One Echoes from the Deep +4 Society Research An ancient being, living deep beneath the waves, is the dominating life force on this planet. Synthetic Crystal Plants: Repeatable. tech_mine_dark_matter. The story pack is accompanied by the free 2. And so on. Refinery Drone +2 The management and operation of exotic gas refineries is handled by these drones. Greetings esteemed Stellaris fans, I have the great honor of announcing the arrival of the First Contact DLC along with the 3. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. THE MINING TEMPLE IN THE TIMNA VALLEY. Cheap to build, only 50 artifacts and not much upkeep. I think they're overpowered what about you. Crystal/mote/gas refinery/feature building x 1 or x2 (depending on how many planets you have, can get 1 more of them) Fill the rest with buildings that generate jobs that are useful or meet the planet's bonuses/needs (theatres, precincts/psi corps, clone/assembly, temples, or split focus a little into a sub-resource) Splitting planet focus. Refiner on a refiner world or refiner habitat then rank up the ascension level gives a huge amount. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited. 5 times the output of a normal researcher), 2 unity and 3 amenities, and all for the same 2 consumer goods as a normal researcher. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Like ministry of production, or alloy forges, or consumer factories as a no-brainer in industrial worlds. Leaders can have multiple veteran classes via traits but the UI will only display the first one. The refinery is probably the most interesting part of it, as it allows you to solve the special resource shortage much faster and upgrade all your buildings on all planets sooner. (There goes over 600-700 artifacts) One fleet consumes over 2000-2500 minor artifacts and now I get stuck waiting for years to decades to build another cool fleet full of ancient weapons. It's a building that produces 3 gas/crystal/motes for 34 minerals. You can only get 1 building slot for every 5 pops on the planet, and refineries only give 1 job each, so by definition they can only make up a maximum of 20% of all jobs on the planet. Full video here: Cache of Technologies on Steam (with all base submods): in enclave system: use enclave-specific building + hydroponics. Image 1: Was checking out the map before starting my first game, when I noticed an extragalactic system. Double check your researched tech list. - Titan and Colossus Yards. building_planetary_shield_generator. . It's just so ridiculously overpowered I have to restrain myself from using it. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. instead i put 1 ancient refinery (cause archeotech) and 2 special resource buildings (unless the planet has more than 2 natural occuring deposits in which case I will use them) per planet. A searchable list of all Stellaris Archaeological Site IDs for use in console commands on Windows, Mac and Linux (Steam). Refinery worlds are underwhelming so don't bother specialising. It's just so ridiculously overpowered I have to restrain myself from using it. 7 patch!. A video showcasing Ancient Cache of Technologies, a mod made by Chirumiru ShiRoz!SBTG is not included in this video btwChiru's Patreon page: and Fortress planet designations are not useful. They act as 1 of each in a single slot and then buff other ones you build on that planet. With mods, it's better to just add the tech with the mod rather than adding a command to add it. Excavate their derelict cities and ships to unearth the truth. Mechanics [edit | edit source]. It's a pretty nice savings. Hunter-Seeker Drone +1 -20. A spiritual successor to my previous collection Dogepack Giga for Stellaris 3. 0. At first, they were a bit sluggish and not really useful, but ever since Federation DLC, Habitats are really a good thing to have for. A popular example from Sci-Fi literature would be Coruscant, the Capital of the Galactic Republic and later the Galactic Empire in Star Wars. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 31. 5 Quantum Catapult 4 Ancient Relics sites 4. 异星天然气精炼厂 Exotic Gas Refineries. Research costs have been adjusted to allow for more canonical rate of progression. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Subscribe to downloadAcquisition of Technology. I think they're overpowered what about you. 1 alloy = 4 energy, and 1 consumer good = 2 energy. A complete and up-to-date list of all Stellaris building IDs. While researching new technologies in Stellaris, you'll encounter research variants known as "rare technology". More. Stellaris: Stellaris: Reborn Ii (1/4). There should be. Should at least be a bit harder to acquire. - Fallen Empires idea. A popular example from Sci-Fi literature would be Coruscant, the Capital of the Galactic Republic and later the Galactic Empire in Star Wars. 67. Description. Early game exploring is key for an empire to start growing rapidly. Might take a while, because there are plenty of techs and I want to split the commands for each tier + kind of tech (e. GetName]. Looks. Unity and Amenities as well. Thread starter Dlin369; Start date Jan 11, 2019; Jump to latest Follow Reply Menu We have updated our Community. 0] How do you get more territory without building a starport in every system?. You get half a minor artifact per month per refinery, and it stays balanced by the fact that you're only allowed one refinery per planet. – New T6 Starbase Stellar Bastion, gives 12 module and 8 building slots, 24 platform slots, twice the hp and armor as a citadel, has access to a titan weapon slot (with Apocalypse only) – Star Fortress gives 4 building slots. Stellaris: Unique Ascension Perks . They eliminate the need for gas wells, mote traps, crystal mines. They're a no-brainer in refinery worlds. [This mod adds new resource refinery buildings in three technological tiers to the game, including upgraded versions to the ones that already existed in the base game. I think they're overpowered what about you. I think they're overpowered what about you. 1. The Ancient Refinery just does it with twice the efficiency. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. ago. They eliminate the need for gas wells, mote traps, crystal mines. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited. And I've gotten the tech in 4 separate games since the latest DLC was released. I dont know what I should do since I really dont want to go back several hours in gameplay. 2 Chthonic Siren 6 Excavation events 7 References How should I build my Refinery Worlds? Having a planet with predominantly Chemical Plants, Exotic Gas Refineries or Synthetic Crystals Plants Buildings provides the world with +5% advanced resources output from jobs. Yes it's a mod called gulli's planet modifiers adds extra events anomalies and planetary features and more to add flavour as well as a new resource called precursor archeotech which as described by other users is very powerful which can be used to build powerful assault armies, shipyards and edicts. Stellaris Wiki Active Wikis. 25 / ×2. Let's play STELLARIS: Distant Stars & the 2. Other mods (check ACG compatibility thread!) 2. Should at least be a bit harder to acquire. Description. The aim is to enhance some of the mechanics introduced in Federations, Nemesis and Overlord as well as introducing some mechanics of it. Cheap to build, only 50 artifacts and not much upkeep. The biggest upgrades for sure are the precursor buildings, the Zroni storm caster, the first league headquarters thing, the cybrex mining stations, the irassian. The digsite was a neat concept, but the ending is still garbage. A searchable list of all technology codes from Stellaris. Cheap to build, only 50 artifacts and not much upkeep. Ring Worlds are basically artificial planets on a much bigger scale than Habitats. Archeostudies building is a total waste unless it is on relic world. Uncover the ruins of long-dead civilizations in Relic Worlds to piece together the story of their rise and eventual downfall. You need to use the following mod loading order: 1. Stellaris enhanced mod collection. There's your problem, you're picking all the worst ships to fight with. 5x to Rare Techs is important to draw them early. ) #8. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . Habitat refinery questions. The problem I'm seeing is that each of these buildings provide only 1 job each. Use the refinery buildings to fill in gaps in other worlds IMO. It is better to have your refineries spread out across planets with high population. I have also made some tweaks to the consumer goods factories and alloy foundries in the game. Full List of Changes: Starbases. Refinery world means strategic resource buildings. Nov 15, 2016. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned. Would be cool if we got refinery districts and foundry districts for building over rare resources and alloys respectively. The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities,. Other than the clearly trap anomalies like the trap asteroid system or the one with the spawns the Shard I generally focus on all of them right away. It lacks the bonus to hull damage lasers have. Tech names have been adjusted to fit more into the spirit of Star Trek. A nebula refinery can improve the production of efficiency of local mining operations. The Ancient Suspension Field does not add the +15% shield hardening as the tooltips suggest it does. 0I'd like to research specific technologies without using the finish research and research all technologies commands. I've read about using them for ships, research and empire bonuses but no idea how to do that. The other option is just any small-ish (<15 size) planet with poor natural resources, as labs need only building slots. 50%: Triggers ship event Special Project Completed (anomaly. 8. Then, the planet has two modifiers - Hostile Fauna and Hazardous Weather - both giving 10% debuffs to habitability. (The order they show up is random) IHaveNoName86. The pass kicks off with Federations, an expansion. Build in nebula system: use nebula refinery + hydroponics. Do the exact same in reverse to remove it. Drbees1 • 4 yr. Fortifying our Starbase to ensure its survivability in the event of an attack, and maximizing our capacity to network independent orbital defenses would give us more time to dispatch reinforcements. So this adds a few reliable minor artifacts, but I keep it balanced by attaching. Additionally, even if you have the feature, you can't use it if it has a blocker on it. My main concern is that you only produce 1 job per refinery. Toggle theme. Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. ago. Ancient Giga-Cannon Archaeotech Version (Don't Know Archaeo Name) The weapons all appear to tend towards major penetration of a defensive layer, like shields or armor. just found out ancient driller drones dont benefit from arhceo engineers perk Reply More posts you may like. In 1 collection by Chirumiru ShiRoz. 3 updated if you find the first league. At first, we were intimidated by. It is an orbital ring structure (game also groups orbital ring with starbases, hence the misleading tool tip) R5: I have Advanced Mineral Purification researched, but no access to the Low Gravity Mega-Refiners. You need to own the Stellaris Apocalypse DLC (required for ACG) and the Stellaris Ancient Relics DLC if you want to use this mod! E. You can see a full list of them here . I think they're overpowered what about you. The, "Ancient Cache of Technologies Doc," in the workshop page doesn't talk about how this happens so I was curious. Stellaris. Some of them can be pretty neat. Ancient Refinery (archaeo_refinery) Game Version 3. That works for every other resource (some of them don't even need the resource part) 2. Stellaris: MCR The Expanse Ships. This. The macro battery is an extremely niche weapon and should be avoided. A gas extractor requires a deposit of gas to build on a planet (noted on the planetary features on the left side of the interface); the gas refinery is what converts minerals into rare gases, and can be built anywhere (once you have the tech). ago. r/Stellaris. Stellaris: Ancient Relics story pack feature breakdown by Stellaris' game director Daniel "Grekulf" Moregård. The building coverting minerals in gases is called a refinery and can be unlocked with Exotic Gas Refining Technology. 2 Homeworld Excavation 3. It'd take you a fair few playtroughs to find all of the possible goodies though. The decompressor then converts that matter into useable elements. Description. Use. Business, Economics, and Finance. DLC 2 content starts with Project Glory research that is unlocked after finishing Rise by sin, by virtue fall. They'll do well if you put them on a refinery world, but they're also still. The command in question is research_technology [technology id] There is a website related to all that but it's pretty much outdated. Your buildings should be located in certain. ago. Ancient Cache of Technologies Automatic Pop Migration Cue All Leviathans Gigastructural Engineering Guilli's Planet Modifiers 2. Most stellaris youtubers upload only like 10-20 minute vids which are nice for entertainment but all the guides are outdated by years when i looked it up. For instance, by finding the delta area and completing at least some of the events there. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. AI can learn new technologies and use new buildings. Stellaris. Betharian Stone - Can construct a Betharian Power Plant. Ancient Secuirty system status: All function available. Cheap to build, only 50 artifacts and not much upkeep. Store: Story pack. Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. 3 patch. Should at least be a bit harder to acquire. When you have 4 research labs at T1 providing 8 science jobs you can change that in-place to 2 T3 labs and 2 refineries supporting 16 science jobs. Ex: if it's over a planet with 2 gas you can have 2 gas extraction wells in your habitat. There are two techs one that lets you build the buildings that turn minerals into gas and the one that lets you take advantage of natural deposits. 7. More. Sends a diplomatic command from the target to the player. Specialized roles and benefits are included in Galactic Paragons to expand upon the new Council Mechanics in Stellaris! Find dozens of unique council roles based on your civics and. this is a weapon intended to allow a ship in Stellaris to fulfil that role, and for the same reasons. Cheap to build, only 50 artifacts and not much upkeep. I have the tech researched but I cant build them at all. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited. In Stellaris, players take control of an interstellar civilization on the galactic stage and are tasked with exploring, colonizing, and managing their region of the galaxy, encountering other civilizations that. To learn more about other systems, an empire will need to send their science ships out to survey them. An entirely new and greatly expanded tech tree, with almost 3000 technologies. Nebula refinery gives no visual indicator that it's working. !!!Universal Resource Patch [2. Otherwise, commerical zones, galantic stock exchange to get merchant jobs to have extra trade value. Cheap to build, only 50 artifacts and not much upkeep. I just began my first new play-through since before the habitat, megastructures and world districting update. A complete and up-to-date searchable list of all Stellaris. Dakota Aug 11, 2020 @ 7:19am. < 1 2 3 4 > Showing 16 - 30 of 52 comments Ryika May 30 @ 12:12pm Originally posted by TcT Goth98: Yea. New buildings produce two times more resources, but the upkeep is also doubled. Join. You get a bunch of minterals, a bunch of rare resources, and a moderate amount of science. This mod is not Iron Man compatible! If you would want a ZoFE like experience, it is recommended to use Dawn of Ascension (DoA) which has built in compatibility with this Mod. For first time I was playing stellaris with huge amount of refinery resources, all thanks to this building. Ascendant clones get crazy huge specialist bonuses, so what you want to do is pack them into forge and factory worlds. Go to Stellaris r/Stellaris. For Patch 2. It gives me a chance to not go against unbidden atleast. Ancient refinery is a waste unless you have a bunch of strategic resources buildings. Also, I strongly doubt removing a few silos here and there will make a major difference in productivity due to slightly lower amenities. Welcome to the Limitless Stellaris collection. Build elsewhere: use hydroponics + silos. The Ringworld Empire was, although destroyed during the war, an important member of the coalition that brought the Fallen Empires to victory, and thus Fallen. The entire tech tree has more inter-dependencies, focusing on ‘breakthrough’ technologies. Stellaris. Vannilla Stellaris has planetary rings but they are barely visible and this problem is amplified if you use bright skybox mods such as: "Beautiful U. Good point. If one were interested in getting around that, you could remove that has_ancrel line at the bottom; that should do the trick. I also tend to get ancient refinery for the rare resources production. 116 Badges. Another good option is a Relic World. The Ancient Suspension Field does not add the +15% shield hardening as the tooltips suggest it does. Hydroponics Bays produce 5 food, and increase orbital research and. Ancient Relics is the 4th story pack for Stellaris. The wait time was random and the event was talking about how I wanted to bask in the glory of the Fallen. 03. Then any other planet uniques you want (psi-corp, ancient refinery, whatever). If the Ancient Relics DLC is installed it also includes the Archaeostudies field. Talking to them grants you a bunch of things to do, ie get dark matter tech and stuffStellaris Orbital Rings are Megastructures that are basically giant Starbases around planets. TechnologyJob List. It's one step on the ladder to spiral out of control. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. The way I see it is that each Refinery district produces 0. Stellaris. They eliminate the need for gas wells, mote traps, crystal mines. In Stellaris Ecumenopoli are part of the Megacorps Expansions. Ahh yup im just dumb lol, saw it say gas refinery as a district unlock and for some reason thought it meant I could build the. The power spike potential of Archaeotech weapons is to get tier 4-5 level weapons in tier 3 techs, but to draw them you really need two specific ascension perks- Archaeo. building_ancient_cryo_chamber. You can build a Refinery anywhere (regular planets, habitats, ring worlds, whatever). 2. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. At that point, I would just have a template in mind: assembly building, monument, 6 city districts, force grow to 25 (with resettlement), then after the upgrade capital goes in, add a research institute (just for the research director job). Explorer (Subclass) subclass_scientist_explorer. It's just so ridiculously overpowered I have to restrain myself from using it. Stellaris Real-time strategy Strategy video game Gaming. Energy grid and mineral hub are a waste, since you should only have industrial districts, and eventually convert l convert to ecumenopolis. Tier 3: +6 jobs, 9 energy & 2 strategic. [This mod adds new resource refinery buildings in three technological tiers to the game, including upgraded versions to the ones that already existed in the base game. when you specialize a world you have a handful of building slots spare, building the special resources in those slots fills them out nicely. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited. Cheap to build, only 50 artifacts and not much upkeep. D. I just hovered over the description of the Ancient-Cyrochamber of one of the ring-worlds and you're so right - "Rows upon rows of cryo-pods line this massive structure, containing the. Uncover the ruins of long-dead civilizations in Relic Worlds to. ACG Return of the Ancients 5. His excavation of the Hathor temple under the overhang. CryptoI think they're overpowered what about you. Archaeotechnologies allow players to recreate ancient technologies and buildings for powerful and unique effects, turning the secrets of the past into the weapons of the future. building IDs. Stellaris Tech Trees. Image 5: The archaeological site titled 'Ancient Robot World'. Build elsewhere: use hydroponics + silos. I absolutely love the changes to habitats, but I'm still having trouble finding a good layout for a 'refinery' typed habitat colony. Only one per planet though. 3. The PD weapon, the X slot weapon and the Titan weapon are top tier weapons. Leaders can have multiple veteran classes via traits but the UI will only display the first one. Its DPS is 4. Legacy Wikis. 7. It's not a building, it's a module. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Technologies . It adds ability to reasearch (one way or another), improve and build Ancient Dreadnought. No, the mining world designation increased the output of miners and strategic resource gatherers (that is, mote harvesters, crystal miners and gas extractors). 4 What version do you use? GoG What expansions do you have installed? Utopia, Leviathans Story Pack, Apocalypse, Distant Stars, Ancient Relics Do you have mods enabled? No Please explain your issue is in as much detail as possible. It's just so ridiculously overpowered I have to restrain myself from using it. Toggle. R5: Ancient Caretakers gave me a mission to colonise Rippigaur II, as pictured. New traits are defined in a separate. Refinery World is removed, and the bonus is instead added to Industrial World designation, which now gets -10% artisan upkeep, -10% metallurgist upkeep, -10% refinery job. 5) Has Fanatic Xenophobe Ethic (×0. A_LonelyWriter • 4 mo. 9 that merges the various incompatible game rules and scripted triggers added by mods. Created by Inny [The Merger] This mod is a global compatibility patch for Stellaris 3. 02. You will face five defense stations sporting the following units: 1 Ancient Vault, 2 Ancient Guardians, 2 Ancient Wardens, 4 Ancient Defenders and 8 Ancient Sentinels, along with autocannons,. site_bury_the_hatchet. 31. 0) Number of years since game start is greater than 10 (×2. Questionable. I also can and have built the Mineral Purification Hubs, which also need the same tech. In a system with one energy deposit a habitat gave me like 75ish. Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts;. Each new adventure holds almost limitless possibilities. Cheap to build, only 50 artifacts and not much upkeep. To quickly find a tech in this list press ctrl + f and type in the techs name. Should at least be a bit harder to acquire. Also, I strongly doubt removing a few silos here and there will make a major difference in productivity due to slightly lower amenities. They eliminate the need for gas wells, mote traps, crystal mines. Community Hub. Generally speaking an Ecumenopolis is the concept of a city that engulfed an entire planet in Urban Sprawl. Trait (scientist) ID. – Nebula Refinery can be build in any system with a local nebula or proto-planetary disk – Black Hole Observatory can be built around microquasars. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Use the refinery buildings to fill in gaps in other worlds IMO. This article is for the PC version of Stellaris only. 0) Number of years since game start is greater than 15 (×2. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. The total bonus is -10% refinery job upkeep, +10% refinery job production, +1 job per refinery building. And I've ♥♥♥♥♥♥ the tech in 4 separate games since the latest DLC was released. Absurdly powerful and versatile. You have the perfect start. Other mods (check ACG compatibility thread!) 2. It's just so ridiculously overpowered I have to restrain myself from using it. It was easy to use. I think they're overpowered what about you. EDIT: It is better with the Archeotech Engineers ascension perk, it gives +5 archeoengineer jobs. Tier 2: +3 jobs, 6 energy & 1 strat resource upkeep. Limited building slots means even strong buildings like the Ancient Refinery aren't automatically going to be built because I. due to the large force of hostile but aim-less robots we need to cleanse. building_ancient_cryo_chamber. This opens up the other technologies to get the ship components. Subscribe. 2522). The story pack is accompanied by the free 2. They are less efficient than the extraction buildings that require planetary features, but refineries can be built on planets without those features. 3 PATCH NOTES. Run those energy costing edicts. About This Content. With a year of new mods that have been developed, content added to existing ones, and some special tweaks of my own, this should be a marked. 10. 0) Number of years since game start is greater. Ancient Driller Drones (fighters) are the best in class generally perdition beam is only useful on Ion Cannon def platforms cos the range is boosted a lot. 20pm: Paradox has removed a Stellaris mod which altered the game's human race to be entirely made up of white characters with European names. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Paradox Interactive, the game company that knows how to lobby its delegates, today announced that the fourth expansion pack for Stellaris: Console Edition will be available on June 17th, 2021. It's just so ridiculously overpowered I have to restrain myself from using it. Breakthrough technologies in Stellaris. List includes cheat help and copyable codes. Syrett Mar 2, 2022 @ 1:06pm. I finally unlocked the ancient refinery which then caused the upgraded versions of the specific buildings to appear. Yet the district gives only 20 alloys and 20 consumer goods. 5x to Rare Techs is important to draw them early. Elitewrecker PT Jun 30, 2020 @ 5:59am. With the importance of Volatile Motes, Exotic Gases, and Rare Crystals to virtually every empire, why not make a Refinery District which works a lot like the Industrial District. Precursor worlds, 5 expeditions just in this area, alien artifacts, 3 other mega-structures (2 planetary stations per above which were both brought online to serve us quickly) only an ancient refinery is currently not ready to be assimilate. And I've gotten the tech in 4 separate games since the latest DLC was released. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Before you could have 3 or 8 fort habitats and each one would have to be invaded because of FTL inhibitors. I'm guessing you researched the first one and not the second. Ancient Refinery as research option with +25% progress and randomly one of: Hostile Environment Adaptation +150 of each strategic resource and 48x society output (1000 ~ 1000000) Secrets of Life; Uninhabitable planet Asteroid Blast Door: small minor artifacts reward (10, 30, or 50) small minor artifacts reward (10, 30, or 50)From the stellaris wiki, it looks like one of the new unique systems the toxoids expansion + update added. The system is guarded by 3 Fallen Empire fleets, each made up of 1 titan, 5. The lower-slots. Issues that involved displayed text are often high priority as well - as Stellaris is available in ten different languages and translators need time to do their jobs, we have limited. Archereus. Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts;. However you require to grab ascension perk for sweet and relevant buff. Ancient Refinery as research option with +25% progress and randomly one of: Hostile Environment Adaptation +150 of each strategic resource and 48x society output (1000 ~ 1000000) Secrets of Life; Uninhabitable planet Asteroid Blast Door: small minor artifacts reward (10, 30, or 50) small minor artifacts reward (10, 30, or 50)Ascension perk Then build all city districts on a world and clear all tile blockers then 200 influence plus 20k minerals in the decisions tab Then wait like ten years and tada you'll have one ecumenopolis. Habitat refinery questions. Stellaris. I keep getting this tech and I don't know why? Is it vanilla or from a mod? It's a building that produces 3 gas/crystal/motes for 34 minerals. Found a faction called "Mineral Extraction Operation". g. They eliminate the need for gas wells, mote traps, crystal mines. 4, Limitless Stellaris is the new iteration for Stellaris 3. Stellaris - Ancient Refinery (archaeo_refinery) On the other hand, I have market access to exotic gas, I have a trade deal with XuraCorp since more than a decade.