Games. 31. And I've gotten the tech in 4 separate games since the latest DLC was released. Also, I strongly doubt removing a few silos here and there will make a major difference in productivity due to slightly lower amenities. I wonder if this indirectly confirms that the ancient mining drones were made by the Cybrex in regards to the Cybrex mining hub module. 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. I think they're overpowered what about you. If you're going for clone ascendant, you really don't want to be slavers on top of that, otherwise you're just locking yourself to 5 planets until you research synthetics. The entire tech tree has more inter-dependencies, focusing on ‘breakthrough’ technologies. The Ancient Refinery just does it with twice the efficiency. Planetary Shield Generator: Planet Unique. So this adds a few reliable minor artifacts, but I keep it balanced by attaching. Then any other planet uniques you want (psi-corp, ancient refinery, whatever). Should at least be a bit harder to acquire. You need to learn Ancient Refinery technology to start using this building. However, none of it shows up in the values listed in the ship designer; you have to create the ship then inspect it, and you will see that. 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. Higher level scientists will roll more often with better chances for a breakthrough (progressing the digsite). But no matter what you do, keep making that moola. 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. 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. (The only reason I recall the Leviathan one is due to the one or two moments I bumped into the sleeping giants. 5. Refinery worlds are underwhelming so don't bother specialising. Name. The digsite was a neat concept, but the ending is still garbage. Ancient Cache of Technology explores the stories of the ancient enigmatic precursors, including the Curators, the Fallen Empires and those that came before them. 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. 异星天然气精炼厂 Exotic Gas Refineries. AI can learn new technologies and use new buildings. The ending gives a nice reward, depending on the site, your choices in the events and luck. 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)Aug 15, 2022 - Stellaris - Guides, Tips and Tricks!. 5% is nice when you have 12 factories pumping out crystals, gas or motes. Explorer (Subclass) subclass_scientist_explorer. First League Filing Office - B tier. Refinery world: Refiner/translucer/chemist upkeep -10%, Refinery/chemical plant/crystal plant build speed +25% And on ring worlds: Ring world: Immigration pull +20%, resources from jobs +5% Research ring world: +15% research Agriculture ring world: +25% food from farmers Commercial ring world: +20% trade valueStellaris Clone Armies + Psionic Ascension + Archaeo-Engineers + Become the Crisis = The ultimate fleet in the galaxy. Additionally, even if you have the feature, you can't use it if it has a blocker on it. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. research_technology <Tech ID> Copy. Full video here: Cache of Technologies on Steam (with all base submods): worth it just for the ancient refinery, and several of the Precursor-unique buildings. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . Archaeotech in general is worth entertaining, if only for the economic buildings, which can be very strong. Let's play STELLARIS: Distant Stars & the 2. With mods, it's better to just add the tech with the mod rather than adding a command to add it. I’ve added six technologies in total which unlock two upgrades for all three types of refineries. 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. Thane-Stus [author] Sep 14 @ 10:14am @lastlonghorn That is indeed a weird bug. And I've gotten the tech in 4 separate games since the latest DLC was released. #1Stellaris Wiki Active Wikis. I think they're overpowered what about you. psionic path, machine, hive, etc. 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. An entirely new and greatly expanded tech tree, with almost 3000 technologies. In Stellaris the bonuses you get for planets are usually off of one resource, so you usually just want go in on one. 3 On the Shoulders of Giants sites 3. Stellaris: Stellaris: Reborn Ii (1/4). The entire tech tree has more inter-dependencies, focusing on ‘breakthrough’ technologies. The lower-slots. (×1. An amazing starting area with great habitable planets, a perfect choke point, no nearby powerhouses to threaten you. It's just so ridiculously overpowered I have to restrain myself from using it. In 1 collection by Chirumiru ShiRoz. Archaeotechnologies feature added to Ancient Relics DLC. 9 that merges the various incompatible game rules and scripted triggers added by mods. Go to Stellaris r/Stellaris. Found a faction called "Mineral Extraction Operation". Their main benefit is adding more refininery jobs, making refinery worlds a viable planet specialization: Tier 1: +1 job (base game), 3 energy upkeep. It's just so ridiculously overpowered I have to restrain myself from using it. It's just so ridiculously overpowered I have to restrain myself from using it. 2. Created by Inny [The Merger] This mod is a global compatibility patch for Stellaris 3. 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. Full List of Changes: Starbases. It's just so ridiculously overpowered I have to restrain myself from using it. 03. 116 Badges. Content is available under Attribution-ShareAlike 3. Subscribe to downloadAcquisition of Technology. 0) Number of years since game start is greater than 15 (×2. Read More. It's just so ridiculously overpowered I have to restrain myself from using it. For a rare ancient tech you need to buy DLC for? Completely ok. RELATED: Stellaris. Some of them can be pretty neat. 50, vs Gamma lasers at 6. 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. Ancient refinery is a waste unless you have a bunch of strategic resources buildings. tech_mine_dark_matter. building_planetary_shield_generator. Also, it has to be upgraded; just a dinky little outpost won't do. It is better to have your refineries spread out across planets with high population. You need to learn Ancient Refinery technology to start using this building. 8. Go fanatic xenophile. Cheap to build, only 50 artifacts and not much upkeep. Limited building slots means even strong buildings like the Ancient Refinery aren't automatically going to be built because I. Added to the Ancient Relics DLC as part of the Canis Minor 2. TechnologiesUpgraded refinery probably isn't going to be a thing. Early game exploring is key for an empire to start growing rapidly. Community Hub. The are called "Mineral Extraction Operation" and are, by description, a autonomous mining system. 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. File must be called ' [insert file name here]' without the brackets. Unity and Amenities as well. Your perfect start is ruined, you got the Irassians yet again. They are less efficient than the extraction buildings that require planetary features, but refineries can be built on planets without those features. File should be placed in the root Stellaris folder in your My Documents. You can only build a collection facility (which has minimal upkeep) on planets with gas deposits. However this option will only become possible after finding some ancient blueprints. Stellaris. 6, like with organic empires. One of the most ubiquitous themes in sci-fi media is the existence of ancient and incomprehensibly powerful, but extinct alien civilizations. phoogles2 • Determined Exterminator • 4 mo. Most of the time, you are going to eventually want your homeworld to have primarily industrial districts and research labs. Dakota Aug 11, 2020 @ 7:19am. And I've gotten the tech in 4 separate games since the latest DLC was released. Stellaris: Unique Ascension Perks . (The order they show up is random) IHaveNoName86. Should at least be a bit harder to acquire. It's just so ridiculously overpowered I have to restrain myself from using it. Archeostudies building is a total waste unless it is on relic world. Preferably planets that also get a boost to job resources. Should at least be a bit harder to acquire. Refinery Worlds are a poor choice of specialisation. Unless you are going to do a lot of resettlement I don't see the point. 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. no. Trait (scientist) ID. Uncover the ruins of long-dead civilizations in Relic Worlds to. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code : Github Contributors : SlenderPlays, Tsudico & Turanar. Uncover the ruins of long-dead civilizations in Relic Worlds to piece together the story of their rise and eventual downfall. 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. 2522). This is the only type of multi-stage Megastructure you can build more than once. It depends on how you are building your planets. Each new adventure holds almost limitless possibilities. 02. Buy rare resources. 0I'd like to research specific technologies without using the finish research and research all technologies commands. Only one per planet though. My main concern is that you only produce 1 job per refinery. EXCLUSIVE AVATAR AND GALAXY FORUM ICONShow your love for Stellaris on the Paradox Forums and other social networks. 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. Energy grid and mineral hub are a waste, since you should only have industrial districts, and eventually convert l convert to ecumenopolis. 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. [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. They eliminate the need for gas wells, mote traps, crystal mines. All the other weapons need ascension perk + rubricator to be viable in late game. TechnologyJob List. They cannot be built on Resort Worlds, Thrall-Worlds, or Crucible Worlds. The Ancient Refinery just does it with twice the efficiency. Stellaris: MCR The Expanse Ships. The event in the last image happens within 30 days. Stellaris. Ancient Relics is the 4th story pack for Stellaris. And I've gotten the tech in 4 separate games since the latest DLC was released. To learn more about other systems, an empire will need to send their science ships out to survey them. r/Mechwarrior5. These buildings will produce 3-4 rare resources compared to the 1 you'd get normally. Excavate their derelict cities and ships to unearth the truth. Cheap to build, only 50 artifacts and not much upkeep. Hovering over the leader will reveal the other veteran class traits. It is a add-nearly-everywhere building, and absolutely worth the building slot on anything but a dedicated unity/trade/refinery world. Upgraded refinery probably isn't going to be a thing. You can build a Refinery anywhere (regular planets, habitats, ring worlds, whatever). Stellaris Wiki Active Wikis. The game caps you at 5 boxes per run, but there's way more outcomes then that, not even counted the hundreds of "nothings" you'll get. Stellaris celebrates its fifth anniversary with a new expansion pass and free-to-play weekend. That works for every other resource (some of them don't even need the resource part) 2. Excavate their derelict cities and ships to unearth the truth, discover powerful. Refinery world means strategic resource buildings. They eliminate the need for gas wells, mote traps, crystal mines. clone_army_digsite. 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. More. The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities,. 2. Stellaris. Subscribe. Stellaris: Ancient Relics story pack feature breakdown by Stellaris' game director Daniel "Grekulf" Moregård. Absurdly powerful and versatile. The first, while more efficient kinda saves me on having an extra world classification to manage and the less classifications you have to manage the better. (The refinery in particular is worth the RNG rolling. ago. 4, Limitless Stellaris is the new iteration for Stellaris 3. I think they're overpowered what about you. And I've gotten the tech in 4 separate games since the latest DLC was released. site_bury_the_hatchet. Then, the planet has two modifiers - Hostile Fauna and Hazardous Weather - both giving 10% debuffs to habitability. It's just so ridiculously overpowered I have to restrain myself from using it. Stellaris: Titan Interdictor Module . Trait (scientist) ID. Pulse Armor gives 100% more shields than it normally does, and Suspension Field gives 60% more shields. Greetings esteemed Stellaris fans, I have the great honor of announcing the arrival of the First Contact DLC along with the 3. - Lost Refinery: a Gigastructures habitable gas giant with exotic gas deposits (scalable by population) and a mote source (from a building, also scales with population). - More Galaxy setup option. Type: effect give_technology = { 'tech = tech_id' } It is not possible to add one tech through console commands, without mods. Homeworld Excavation. 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. 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. Toggle. Ancient Clone Vat. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Subscribe to download. Should at least be a bit harder to acquire. Cheap to build, only 50 artifacts and not much upkeep. His excavation of the Hathor temple under the overhang. 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. 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. Bury The Hatchet. PeerawatZ/ShiRoz Stellaris Mod Collections. Habitats are vast stations considered as Stellaris megastructures that you can build if you have Utopia Stellaris DLC purchased. honestly I just close my eyes and click the crisis arrow at the start of a game. ACG Return of the Ancients 5. Technology. This is occuring right. 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. They eliminate the need for gas wells, mote traps, crystal mines. 8. Ring Worlds are basically artificial planets on a much bigger scale than Habitats. 相关页面: 建筑. Tier 3: +6 jobs, 9 energy & 2 strategic. I absolutely love the changes to habitats, but I'm still having trouble finding a good layout for a 'refinery' typed habitat colony. Dakota Aug 11, 2020 @ 7:19am. 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. BrigadierBill Dec 8, 2018 @ 8:43pm. 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. New buildings produce two times more resources, but the upkeep is also doubled. I figure if I don't specialize the planet in one thing, I'll specialize it in another, so making a refinery world means trading off a world with a +5% research, alloys, etc that I can always use for a resource bonus I'll only find useful 5% of the time. Would be cool if we got refinery districts and foundry districts for building over rare resources and alloys respectively. Highlights include: -. 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. • Has DLC Ancient Relics Story Pack • Has DLC Aquatics Species Pack (×0. That thing is too OP to not put one on each planet. 4 Extended Vanilla Palette UI Overhaul Dynamic + Tiny Outliner v2 (Compatibility Patch) Tiny Outliner v2 UI Overhaul Dynamic Starnet AI Plentiful Traditions 2. Dandy Dec 13, 2018 @ 7:41am. The bonuses don't show up in the ship designer, but they work. r/Stellaris. 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). Refiner on a refiner world or refiner habitat then rank up the ascension level gives a huge amount. To quickly find a tech in this list press ctrl + f and type in the techs name. 3 patch. The story pack is accompanied by the free 2. 25) Has Discovery Traditions Tradition (×0. 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. 5 of each of the three strategic resources (Volatile Motes, Exotic Gases, and Rare Crystals). Leaders can have multiple veteran classes via traits but the UI will only display the first one. It can however be used without. It's just so ridiculously overpowered I have to restrain myself from using it. 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. 10. The return on minerals and energy is really good though. Based on this, the black hole would start shrinking, and eventually disappear. Yet the district gives only 20 alloys and 20 consumer goods. Stellaris Dev Diary #312 - 3. Description. 5x to Rare Techs is important to draw them early. Build elsewhere: use hydroponics + silos. 0. But then you see the dreaded pop up. R5: If you build a habitat over a body with a gas, crystal, or mote deposit, you can build one extraction building per resource you'd usually get (so a 2-mote deposit lets you build two mote traps). Betharian Stone - Can construct a Betharian Power Plant. building, ship component, etc. Instead of finding ways to make strategic resources without buildings, find a. 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. Ancient Battlefield: d_ancient_battlefield Ancient Bombardment Craters: d_ancient_bombardment_craters Ancient Mining Site: d_ancient_mining_site Ancient. I also can and have built the Mineral Purification Hubs, which also need the same tech. Explorer (Subclass) subclass_scientist_explorer. 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. 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. Another good option is a Relic World. There are still secrets in that tomb, but the game decides that I think that "wE DoN'T hAVe TImE FoR ThIS. I’ll double check, but I’m pretty technologically advanced and I’m approaching repeatable techs. And now I've encountered a system with 5 spawns, and a system with 3 spawns. Elitewrecker PT Jun 30, 2020 @ 5:59am. I finally unlocked the ancient refinery which then caused the upgraded versions of the specific buildings to appear. They eliminate the need for gas wells, mote traps, crystal mines. 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 only build a collection facility (which has minimal upkeep) on planets with gas deposits. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The total bonus is -10% refinery job upkeep, +10% refinery job production, +1 job per refinery building. . I think they're overpowered what about you. Created by Inny [The Merger] This mod is a global compatibility patch for Stellaris 3. 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. This command will research the technology type with the specified ID. I think they're overpowered what about you. You can actually. 2 hit) paraded in front of us when we research the tech only to have it locked behind an event that you probably will only see every couple games. 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. Those who use Ancient Caches of Technology, what is your preferred one-size-fits-all fleet? Game Mod Just curious. 3. building_crystal_plant. They eliminate the need for gas wells, mote traps, crystal mines. So I just got a notice I've got 3000/3000 minor artifacts. 50%: Triggers ship event Special Project Completed (anomaly. 1 Precursor sites 4. Lost technology left behind by the Creators. 418K Members. 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. Baol Organic Plant - F(armers) tier. ACG Return of the. A popular example from Sci-Fi literature would be Coruscant, the Capital of the Galactic Republic and later the Galactic Empire in Star Wars. The only downside is that it costs Minor Artifacts to construct But yes, it's quite overpowered. In general, Holo Theaters are the only must-have. 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. You can send your ships to vassal ports if you. I think they're overpowered what about you. gautam_jat • 6 mo. Stellaris: Ancient Caches of Technologies: Sins of the Fallen Empires . Many chapter rewards are a number of minor artifacts. Unless you are going to do a lot of resettlement I don't see the point. Given how the jump from v2. Technologies . Go to Stellaris r/Stellaris. Do the exact same in reverse to remove it. I absolutely love the changes to habitats, but I'm still having trouble finding a good layout for a 'refinery' typed habitat colony. 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. At the start of the game, no empire knows anything about the universe beyond their home system. g. New traits are defined in a separate. Augur of the Shroud +10 It speaks, but not in words. 0. ) I didn't think to grab the save file when a took the screenshot and kept playing, sorry. 6. 31. run. #7. This is also true for Bueracratic, Refinery, Trade and Fortress worlds. These IDs are usually used with the research_technology tech ID command. Cheap to build, only 50 artifacts and not much upkeep. They eliminate the need for gas wells, mote traps, crystal mines. This theme holds true in Stellaris' latest DLC, Ancient Relics. 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%:. ago. txt. Archaeotechnologies feature added to Ancient Relics DLC Completed Archaeology Sites and Precursor Anomalies now have a chance to spawn Minor Artifacts Deposits. Spoiler: STELLARIS 3. I don’t know if it effects the ancient refinery or the ancient shield overcharged and ancient ramparts but I assume it does for the latter two. They eliminate the need for gas wells, mote traps, crystal mines. It's a pretty nice savings. Because if two mods modify the same rule or scripted trigger, only the last loaded one will apply, causing prob. Tech names have been adjusted to fit more into the spirit of Star Trek. ) #8. still no exotic materials lab showing up for research. This mod focuses on external Politics and Diplomacy, adding more content and flavor to the interactions between Empires. D. The video. Stellaris Wiki Active Wikis. building_ancient_cryo_chamber. If the Ancient Relics DLC is installed it also includes the Archaeostudies field. Hydroponics Bays produce 5 food, and increase orbital research and. 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;. I have also made some tweaks to the consumer goods factories and alloy foundries in the game. It's just so ridiculously overpowered I have to restrain myself from using it. The Ancient Suspension Field does not add the +15% shield hardening as the tooltips suggest it does. Explorer (Subclass) subclass_scientist_explorer. 1 Answer. Solid bonuses to already fantastic components; Boosts Archaeostudy buildings such as Ancient Refinery and Vultaum Reality Center; CONSI 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. Stellaris. building_planetary_shield_generator. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. 10 corvettes would cost close to 55-70 minor artifacts a piece, if fully decked out in archeotechs. ) + special techs (e. too short range for titans to risk their lives going in close and getting killed The rest are pretty useless and expensive even the above ones arent cheap mind.