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I still need some help to come up with some fun names for the remaining stellar manipulation components.
Here is what I have so far:
Space Fabric Softener: Device that weakens the structure of normal space generating a stellar storm.
Convection Inverter: Cosmic beam that dissipates stellar storms.
Gravitational Dehydrator: Fires a beam that dissipates the gravitational forces that hold a warp point together.
Warp Point Seeder: Gravitational seed that sprouts a warp point to a nearby star system.
Planet Discombobulator: Reverses a planet's gravity to cause it to fragment into pieces.
Planet Coagulator: Combines asteroids into a cohesive planetoid before initiating a biosphere generator.
Stellar Imploder: Complicated device that causes a star to collapse in on itself.
That's what I have but I still need ones for star formation, nebula formation and destruction ('Nebula Siphonicator'?), and lastly for the creation and destruction of black holes. Space Empires Depot | SE:V Balance Mod Back to top
I've completed all the Stellar Manipulation technologies, here are the rest of them:
Fusion Initiator: Condenses stellar gases from a system into a massive ball that forms into a star.
Nebula Siphonicator: Siphons nebula gases into a condensed sphere and combusting them.
Gaseous Disperser: Collects all sources of gases in a system and redistributes them into a single nebula.
Black Hole Defraggler: Defraggles the core of a black hole causing it to collapse.
Gravitational Condenser: Tightly compresses all matter in a system into a single point forming a black hole.
Ringworld Core: The central component required to fully activate a ringworld.
Gravity Generator: Massive generators required to provide suitable gravity for a ringworld.
Biosphere Generator: Generators required to provide a habitable atmosphere for a ringworld.
Hyper-Density Cables: Massive bundle of cables required to bind together all the materials of a ringworld.
To build a Ringworld in the mod, you require 30 Gravity Generators (500kT each), 50 Biosphere Generators (300kT each), and 120 Hyper-Density Cables (50kT each). The construction time and costs are a bit higher than those of a Sphereworld in stock SE:IV.
Some other notes on Stellar Manipulation in the mod:
The Stellar Manipulation tech area serves as a theoretical science with various branches coming off leading to individual tech areas for things like storm manipulation or planet creation. Not only does this make more sense, it adds a bit of extra research costs and allows for more specialization in that you only research what you want.
In general, stellar manipulation components are much larger, more expensive, and use more supplies than the regular SE:IV game. I'm hoping it will decrease some of the SM 'over-use' you tend to find in stock. Space Empires Depot | SE:V Balance Mod Back to top
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