It's just so ridiculously overpowered I have to restrain myself from using it. They eliminate the need for gas wells, mote traps, crystal mines. Nov 17, 2023Nov 9, 2023Ancient Battlefield feature; Toy Factory Complex feature; Wetware Computer feature Unstable Tectonics Nanomechanics Supersolid Materials Superfluid Materials +15% — Natural Engineers — — +10%:. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. building_planetary_shield_generator. The lower-slots. For vanilla, we have giga/mega cannons + neutron launchers battleships,. 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,. Double check your researched tech list. And I've gotten the tech in 4 separate games since the latest DLC was released. Explorer (Subclass) subclass_scientist_explorer. 3. 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). Said planet is an ocean world which, already, knocks habitability down as my species is Alpine-preference. They eliminate the need for gas wells, mote traps, crystal mines. Stellaris: MCR The Expanse Ships. A complete and up-to-date list of all Stellaris building IDs. They cannot be built in orbit of a celestial body that has an. ) + special techs (e. A complete and up-to-date searchable list of all Stellaris. Ancient Refinery (archaeo_refinery) Game Version 3. Use. The PD weapon, the X slot weapon and the Titan weapon are top tier weapons. r/Mechwarrior5. 10. 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. 3. Buy rare resources. TechnologyJob List. . I've retrieved the Precursor Databank randomly from Fallen Empires after researching all of the delta, enigmatic, tech. Stellaris 50329 Bug Reports 30659 Suggestions 19056 Tech Support 2876 Multiplayer 376 User Mods 4625 Stellaris AAR (After Action Reports) Console edition 1210. 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. Tilarium Colonel. Stellaris Wiki Active Wikis. It's vanilla, or rather. Some of them can be pretty neat. If you played right, by 2030 you have a fleet of menacing corvettes armed to the teeth with Cavitation Rays, Ancient Nanomissiles and Pulse Armor, that with AE, the Rubricator (if you got it) and rare resources edicts (that you manage to activate with the Ancient Refinery) will put your fleet head and shoulders above what the galaxy can throw. 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. In the long run the refinery is the only way to mass-produce gas, but the extraction tech will at least provide access to gas so the upgraded research lab can appear on your tech list and gas becomes available at the market. Instead of finding ways to make strategic resources without buildings, find a. 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. This is the only type of multi-stage Megastructure you can build more than once. 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. You're wasting a lot of money each month by building manufactorium districts. It's not a building, it's a module. And I've gotten the tech in 4 separate games since the latest DLC was released. And I've gotten the tech in 4 separate games since the latest DLC was released. Build elsewhere: use hydroponics + silos. The lower-slots. 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. 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. Technology. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning. 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. Stellaris: Mobile Suit Gundam: Stellaris. 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; Stability and Performance. And i cant see what they do to achieve these results. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 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. I've read about using them for ships, research and empire bonuses but no idea how to do that. However you require to grab ascension perk for sweet and relevant buff. Ancient Rampart technology Defense platforms are a cost effective way to ensure our safety, but they need to be monitored from an operation center. 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)A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Cheap to build, only 50 artifacts and not much upkeep. Ancient Secuirty system status: All function available. Technology. 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. Core Cracking. • 15 hr. The decompressor then converts that matter into useable elements. Should at least be a bit harder to acquire. 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. It's a building that produces 3 gas/crystal/motes for 34 minerals. Repeat until the second riddle is answered correctly. (from Stability, 100% habitability, or special bonuses like Gaia/Ecumenopolis, etc) #3. Their main benefit is adding more refininery jobs, making refinery worlds a viable planet specialization: Tier 1: +1 job (base game), 3 energy upkeep. Image 5: The archaeological site titled 'Ancient Robot World'. 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;. Exploration is one of the first priorities of any spacefaring empire. Using a missile attacking an empty destroyer with nothing but a suspension field reveals that the hardening tooltip does not appear when hovering the destroyer and the full missile damage goes through the destroyer's shield. They eliminate the need for gas wells, mote traps, crystal mines. Stellaris Tech Trees. Questionable. To learn more about other systems, an empire will need to send their science ships out to survey them. 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. 0. i like the bonus that the refinery world tag gives. com] "Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. They act as 1 of each in a single slot and then buff other ones you build on that planet. This small mod makes all planetary rings in stellaris far more visible. It simply isn't showing up as an option. I recommend alloy foundries because you'll need lots of alloys. Research costs have been adjusted to allow for more canonical rate of progression. Stellaris: Ancient Relics story pack feature breakdown by Stellaris' game director Daniel "Grekulf" Moregård. If you want to increase the output of the jobs that transform minerals in strategic resources (chemists, translucers and gas refiners) you need to select refinery world as. site_bury_the_hatchet. Tier 2 buildings add +1 job. A nebula refinery can improve the production of efficiency of local mining operations. Its not a great profit, but since 6 minerals usually sell for more then those 2 energy upkeep the thing. Mod adds upgrade to tier 2 for refinery and extraction buildings. They eliminate the need for gas wells, mote traps, crystal mines. Code Lists. 31. Its DPS is 4. Type: effect give_technology = { 'tech = tech_id' } It is not possible to add one tech through console commands, without mods. At the start of the game, no empire knows anything about the universe beyond their home system. If you still have any space left Strongholds or Resource Silos it's literally all the building the pro Stellaris players don't recommend you to build lol 🤣Stellaris Wiki Active Wikis. 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. otherwise just Hyperion spam, all other ships that aren't War barges, hyperions, gatekeepers, or the Herculian are just garbage. Highlights include: -. A new branch of society research has been created, with new technologies revolving around the study and use of minor artifacts to create unique ship components, starbase modules and. 1 Answer. 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. 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)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. They're a no-brainer in refinery worlds. For instance, by finding the delta area and completing at least some of the events there. It's vanilla, or rather from the Ancient Relics DLC. All the other weapons need ascension perk + rubricator to be viable in late game. Stellaris needs and update where nothing new is added it is just balanced. Aesthetic Cinematic Gameplay (required!) 4. Should at least be a bit harder to acquire. Their main benefit is adding more refininery jobs, making refinery worlds a viable planet specialization: Tier 1: +1 job (base game), 3 energy upkeep. Should at least be a bit harder to acquire. You don't have to do anything specific other than that, this technology is just rare. Refinery world means strategic resource buildings. As has already been acknowledged, refinery worlds are the default designation, so if the colony doesn't match any other designation, it ends up as a refinery world. when you specialize a world you have a handful of building slots spare, building the special resources in those slots fills them out nicely. 5. Welcome to the Limitless Stellaris collection. #Note : Not all changes are listed below, some may be missed, I will add them in as I. A spiritual successor to my previous collection Dogepack Giga for Stellaris 3. This. 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;. The process of developing planets is an essential one if you want to have a steadily growing economy. I think they're overpowered what about you. Archaeotech in general is worth entertaining, if only for the economic buildings, which can be very strong. It's just so ridiculously overpowered I have to restrain myself from using it. Of course, that'll modify your checksum and invalidate you for achievements, etc, so it'd be better done from within a mod that you can enable and. It's just so ridiculously overpowered I have to restrain myself from using it. still no exotic materials lab showing up for research. The wait time was random and the event was talking about how I wanted to bask in the glory of the Fallen. It's a bit of a shame. It's just so ridiculously overpowered I have to restrain myself from using it. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. 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. ) #8. building_planetary_shield_generator. Also, if you find a ruined ecumenopoli, those are the best science worlds , you get two 15% or 10% boost to science output. If you have the Leviathans DLC, the Enigmatic Fortress will be housed inside a class A star system. Cheap to build, only 50 artifacts and not much upkeep. Tier 3: +6 jobs, 9 energy & 2 strategic. And I've gotten the tech in 4 separate games since the latest DLC was released. In a system with one energy deposit a habitat gave me like 75ish. The only downside is that it costs Minor Artifacts to construct But yes, it's quite overpowered. Before you could have 3 or 8 fort habitats and each one would have to be invaded because of FTL inhibitors. In 1 collection by Frag Jacker. Members Online • RevileAI . Cheap to build, only 50 artifacts and not much upkeep. 418K Members. 5 Known Precursor Real Space 3. Hovering over the leader will reveal the other veteran class traits. Absurdly powerful and versatile. Cheap to build, only 50 artifacts and not much upkeep. For example the ancient laster (Cavitation Collapser), resembles normal lasers. 50, vs Gamma. The entire tech tree has more inter-dependencies, focusing on ‘breakthrough’ technologies. There's your problem, you're picking all the worst ships to fight with. But no matter what you do, keep making that moola. The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities,. 5 of each of the three strategic resources (Volatile Motes, Exotic Gases, and Rare Crystals). Stellaris Real-time strategy Strategy video game Gaming. A searchable list of all Stellaris Archaeological Site IDs for use in console commands on Windows, Mac and Linux (Steam). You can actually. Enigmatic Robot Signs of Ancient Life. Augur of the Shroud +10 It speaks, but not in words. There is a weapon that almost changed the environment of the game, the Ancient Nano Missile Cloud Launcher. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Thing is, refineries are a kinda crappy building, since they produce so few jobs for the slot. I also can and have built the Mineral Purification Hubs, which also need the same tech. Megastructures are colossal constructions. Ancient Perdition Beam Archaeotech Version (Don't Know Archaeo Name) Ancient Giga-Cannon Archaeotech Version (Don't Know Archaeo Name) The weapons all appear to. It's just so ridiculously overpowered I have to restrain myself from using it. Crystal mining (for space) tech_mine_rare_crystals. Should at least be a bit harder to acquire. Interact with diverse alien races, discover strange new worlds with unexpected events and expand the reach of your empire. DLC 2 content starts with Project Glory research that is unlocked after finishing Rise by sin, by virtue fall. The only thing I can find to use them for is trade with another empire. Hyperions are just better battlecruisers/escourts, and carriers just don't have enough slots or do enough of anything to justify using them over There is an archaeotech building, the Ancient Refinery, that produces all 3 special resources, meaning that you will have access to the special resources edicts, namely, Volatile Reactive Armor, Volatile Explosives, Exotic Gases for Shield Boost, Exotic Gases as Fuel and Focusing Cristals, that combined with the bonuses you already have from. 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. 1 The Broken Gates 5. First League Filing Office - B tier. Trait (scientist) ID. Authors description: Ancient Cache Of Technologies: Extra Defines And Changes. I absolutely love the changes to habitats, but I'm still having trouble finding a good layout for a 'refinery' typed habitat colony. 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. Description. Lost technology left behind by the Creators. The bonuses don't show up in the ship designer, but they work. In short, you can build so to have a decent chance of drawing the weapon techs at the tech tier 3, and have them. research_technology Command Help. His excavation of the Hathor temple under the overhang. It's not a building, it's a module. I think they're overpowered what about you. Should at least be a bit harder to acquire. 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. For example the ancient laster (Cavitation Collapser), resembles normal lasers. Robot Assemblies are great if you're going Synth or Cyborg path, Cloning Vats are great on Genetics path, but you don't need them everywhere. Legacy Wikis. 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. And I've ♥♥♥♥♥♥ the tech in 4 separate games since the latest DLC was released. Also, it has to be upgraded; just a dinky little outpost won't do. Limited building slots means even strong buildings like the Ancient Refinery aren't automatically going to be built because I. 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. Most of the time, they don't have any. The, "Ancient Cache of Technologies Doc," in the workshop page doesn't talk about how this happens so I was curious. The forge was a marvel of engineering, and it was clear that the civilization that had built it possessed a level of technology that was beyond our current understanding. 维护费:3. AI can learn new technologies and use new buildings. They eliminate the need for gas wells, mote traps, crystal mines. building_refinery. 建筑分类:工厂建筑. 0I'd like to research specific technologies without using the finish research and research all technologies commands. Would be cool if we got refinery districts and foundry districts for building over rare resources and alloys respectively. This article is for the PC version of Stellaris only. 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. The system is guarded by 3 Fallen Empire fleets, each made up of 1 titan, 5. For building tech_rare_crystals. The pass kicks off with Federations, an expansion. 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. Tier 2: +3 jobs, 6 energy & 1 strat resource upkeep. See more ideas about fallen empire, paradox interactive, ancient swords. Go fanatic xenophile. My main concern is that you only produce 1 job per refinery. They eliminate the need for gas wells, mote traps, crystal mines. New traits are defined in a separate. In Stellaris the bonuses you get for planets are usually off of one resource, so you usually just want go in on one. 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. ( and my highest alloys per month was around 200 in 3225 one game) Im playing a megacorp right now and honestly dont know what im doing. THE MINING TEMPLE IN THE TIMNA VALLEY. For first time I was playing stellaris with huge amount of refinery resources, all thanks to this building. I think they're overpowered what about you. They eliminate the need for gas wells, mote traps, crystal mines. It's a pretty nice savings. I have simply renamed and retextured the consumer. Should at least be a bit harder to acquire. Pulse Armor gives 100% more shields than it normally does, and Suspension Field gives 60% more shields. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Everything is glorious. I think they're overpowered what about you. 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)Like the atmospheric deoderizer. Other mods (check ACG compatibility thread!) 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. Archereus. x] Created by Sparble. Enter the name of a technology to filter the entries in the table. Yea I upgraded it to the first level so that I could add modules but whenever I hover over it it says it needs to be in a nebula, which as far as I’m aware it is. I think they're overpowered what about you. Economy infrastructure in Stellaris. building_ancient_cryo_chamber. 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. Refinery buildings produce strategic resources. It's just so ridiculously overpowered I have to restrain myself from using it. 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. Sure, but if you place 1 on any planet that doesn't strictly require all of its building slots (so anything that isn't a Research or Unity world), you'll essentially have all of the the advanced resources you could ever want plus a lot extra to trade. Now it’s just one. Leaders can have multiple veteran classes via traits but the UI will only display the first one. Immensely strong, but sadly an empire unique. They cannot be built on Resort Worlds, Thrall-Worlds, or Crucible. Like the Cybrex mining hub adds +150% resources from all types of orbital stations (mining, energy, research etc). 0] How do you get more territory without building a starport in every system?. Betharian Stone - Can construct a Betharian Power Plant. Sends a diplomatic command from the target to the player. 2. Might take a while, because there are plenty of techs and I want to split the commands for each tier + kind of tech (e. The equipment itself is ok, offers a bit of variety. Like ministry of production, or alloy forges, or consumer factories as a no-brainer in industrial worlds. Toggle theme. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. Stellaris: Stellaris: Reborn Ii (1/4). (The refinery in particular is worth the RNG rolling. A building represents a collection of facilities scattered across a world that create jobs that generate different kinds of resources that are not suitable to large-scale resource gathering. And I've gotten the tech in 4 separate games since the latest DLC was released. Refinery World designation is never worthwhile. Should at least be a bit harder to acquire. Cheap to build, only 50 artifacts and not much upkeep. Unity and Amenities as well. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Only one per planet though. Build in black hole system: use black hole observatory + hydroponics. Worst case scenario, you buy the stuff. Ten millennia ago, the galaxy had glimpsed apocalypse when Ascended Empires waged war and brought death to a mighty civilization. research_technology <Tech ID> Copy. 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-Engineering, but also Technological Ascendancy. You have the perfect start. 相关页面: 建筑. This mod focuses on external Politics and Diplomacy, adding more content and flavor to the interactions between Empires. Flue. Other mods (check ACG compatibility thread!) 2. r/Stellaris. It's just so ridiculously overpowered I have to restrain myself from using it. You need to use the following mod loading order: 1. Stellaris: Ancient Cache of Technologies: Override . I usually turn my Relic worlds into mining worlds because a the raw material ones give 3 while converters give 2, and the mining world bonus applies to. . An entirely new and greatly expanded tech tree, with almost 3000 technologies. 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. L-Cluster. ago. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. Go to Stellaris r/Stellaris. ( and my highest alloys per month was around 200 in 3225 one game) Im playing a megacorp right now and honestly dont know what im doing. With proper combination archeotech weapons and modules in ship are really good, especially pulse Armor and giga canon version of archeotech. Nebula refinery gives no visual indicator that it's working. 8. It lacks the bonus to hull damage lasers have. The video. Cheap to build, only 50 artifacts and not much upkeep. Nov 15, 2016. Stellaris celebrates its fifth anniversary with a new expansion pass and free-to-play weekend. The Refinery planet and habitat designations now grant 20% bonuses to refiners, translucers, chemists, and all strategic resource mining. A searchable list of all archaeological site codes from Stellaris. 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. Should at least be a bit harder to acquire. 4, Limitless Stellaris is the new iteration for Stellaris 3. It can however be used without ACOT if you so desire. Ancient Mining Drone Processing Hub. Cheap to build, only 50 artifacts and not much upkeep. 1 Draco City Ship. Jump to latest Follow Reply. !!!Universal Resource Patch [2. This ACOT Submod make changes to various defines and vanilla repeatables to make Stellaris fit with ACOT more. They eliminate the need for gas wells, mote traps, crystal mines. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . Go to Stellaris r/Stellaris. Yeah, going in to 2. ) You might find my. The Zenith of Fallen Empires Sandbox Mode offers 2 Origins, representing the aftermath of the two different sides of the central conflict of the story that took place 10000 years ago. Hover the mouse over the picture of a field (right below the. They eliminate the need for gas wells, mote traps, crystal mines. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Elitewrecker PT Jun 30, 2020 @ 5:59am. File must be called ' [insert file name here]' without the brackets. Archeostudies building is a total waste unless it is on relic world. Legacy Wikis. This theme holds true in Stellaris' latest DLC, Ancient Relics. You need to learn Ancient Refinery technology to start using this building. Looks. It gives me a chance to not go against unbidden atleast. • Has DLC Ancient Relics Story Pack • Has DLC Aquatics Species Pack (×0. Otherwise, commerical zones, galantic stock exchange to get merchant jobs to have extra trade value. Refiner on a refiner world or refiner habitat then rank up the ascension level gives a huge amount. Use the "Table View" and "Card View" buttons to change the way the codes are displayed.