Stellaris

Stellaris

2,815 ratings
APSR: Anomalies, Planetary and Space Resources
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209.809 MB
30 Mar, 2018 @ 10:02am
9 May @ 1:42am
81 Change Notes ( view )

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APSR: Anomalies, Planetary and Space Resources

Description
Does the galaxy seem boring and monotonous?
Are the planets different from each other?
Do you want variety?
Then you found what you need!

This mod adds a lot of unique for the whole galaxy and very unusual resources, exciting quest chains, interesting events. From the legacy of a galaxy-spanning empire to the infinite depths of a mine. And although it is not difficult to get such a resource, retaining it becomes a real test. Not everyone will like a neighbor who has a unique weapon or an incredible power plant.

Up to 24 special planets can appear in the galaxy, each of which has a planetary feature that exists in a single copy. Possession of it can greatly affect the development of the empire.

In general terms, this mod can be represented as follows:
  1. found
  2. colonized (or took away from a neighbor)
  3. built a special building
  4. digged up a special relic
  5. won in... However, this is still in the plans...

Translations:

Links:
Mod WIKI
Compatibility list
Our Discord[discord.gg]
Our Patreon[www.patreon.com]

Due to changes in the game code, Stellaris version 3.8 and higher is required.
Old versions:
Mod version 1.08 for Stellaris version 2.1:GoogleDisc[drive.google.com]
Mod version 2.04 for Stellaris version 2.3 (old launcher):GoogleDisc[drive.google.com]
Mod version 2.08 for Stellaris version 2.8:GoogleDisc[drive.google.com]
Popular Discussions View All (7)
202
14 May @ 9:02pm
PINNED: Reports
Dimuch62 [RUS]
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13 Nov, 2023 @ 10:31pm
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Dimuch62 [RUS]
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15 Sep, 2023 @ 1:52am
Donation list
Dimuch62 [RUS]
1,117 Comments
Baka Racker 16 hours ago 
How does this play with ACOT? Any reason it wouldn't work? Seems like it adds/changes a lot, I'm guessing there is some overlap in changes to vanilla files?
Frogj1 19 Jun @ 11:57pm 
Oh I'll just let it blow up then. Thanks for making this fun mod,have a nice day.
Dimuch62 [RUS]  [author] 19 Jun @ 9:47pm 
Yes, you are right. This is "save loading protection". The planet is therefore made small so that the loss of the planet is not very noticeable.
Frogj1 19 Jun @ 12:43pm 
Is it decided if the Eternium will blow up once you pressed the button of giving funding. I reloaded the save file at the end of the last month to the next stage for 5 times, and it exploded for 5 times.
I hope it's just because I'm having a bad luck at the moment, which will not last for tooooooooooooo looooooooong
Dimuch62 [RUS]  [author] 26 May @ 2:39am 
@Southheim no, it's not this mod.
@permateal Research needs to be sponsored to reduce the likelihood of an explosion. Scientists have better equipment - a higher chance of a good outcome. If you do this, then the chance of success (of all 4 experiments) is 60%. If not paid, only 10%. Besides, the explosion of the planet is not the end.
permateal 26 May @ 12:54am 
Is there any way to stop my entire colony from blowing up while researching Eternium? Because that feels incredible stupid and unfair
Southheim 24 May @ 5:21pm 
Is this the mod with the tradition for archeology? If so, pls nerf the super op "Historical Research" it gives waaaay to much science
Dimuch62 [RUS]  [author] 23 May @ 2:56am 
@Misterwheatley it must be: 1) not gestalt 2) standart planet type (desert, continental, etc. Not hive world, not machine world, not equmenopolis, not habitat or ringworld, not mod planet)
Misterwheatley #fixtf2 21 May @ 9:18pm 
Dunno if this is a mod conflict or something else, but i've shielded at least 5 "normal/default" plants and the SAO keeps saying they don't meet the criteria. Is this event chain bugged? Does any mod that touches planets bork this?
Big Daddy 15 May @ 3:34pm 
Thx