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Kryndude

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600 star map, psi ascension. I just checked every star system in observe mode and seems like none spawned in my galaxy. I think it makes sense to have at least one guaranteed o_O

edit: Living metal's also missing. Less important than Zro but still..
 
Last edited:

Kami-sama

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Look for toxic worlds inside nebulas. Zro can only appear on toxic worlds and is twice more likely to appear inside nebulas. Alternatively an anomaly can add them to gas giants.
 

Kryndude

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Look for toxic worlds inside nebulas. Zro can only appear on toxic worlds and is twice more likely to appear inside nebulas. Alternatively an anomaly can add them to gas giants.

Yes, but I turned on the map using cheat to see if there was any and there was literally none in the entire map.
 

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600 star map, psi ascension. I just checked every star system in observe mode and seems like none spawned in my galaxy. I think it makes sense to have at least one guaranteed o_O

edit: Living metal's also missing. Less important than Zro but still..
Agree. Its quite regressive now that one needs RNG to fully utilise a psionic game. In my 1000 star game zro has spawned in distant neighbors only. At least if there was a constant market supply
 

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edit: Living metal's also missing. Less important than Zro but still..
Personally I always have way more Living Metal then Zro.

In all of my recent games I found living metal much rarer than zro.
Campaigns for Strategic Resources took over any Passive Bonuses.
There is not a single Campaign that uses Zro.

The only effect it had outside of that, was lowering the cost to enter the Shroud. Wich is a Energy thing. And energy is pretty easy to come by (unless you overexpand into collapse).
 

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The only effect it had outside of that, was lowering the cost to enter the Shroud. Wich is a Energy thing. And energy is pretty easy to come by (unless you overexpand into collapse).
Okay, apparently some of the Shields need Zro too:
Code:
utility_component_template = {
    key = "SMALL_PSI_SHIELD"
    size = small
    icon = "GFX_ship_part_psi_shield"
    icon_frame = 1
    power = @power_S7
    resources = {
        category = ship_components
        cost = {
            alloys = @shield_s_t7_cost
            sr_zro = 0.111
        }
        upkeep = {
            energy = @shield_s_t7_upkeep_energy
            alloys = @shield_s_t7_upkeep_alloys
        }
    }
    modifier = {
        ship_shield_add = @shield_S7
        ship_shield_regen_add_static = @regen_S7 #Regeneration per day
    }
    prerequisites = { "tech_psionic_shield" }
    component_set = "PSI_SHIELD"

    ai_weight = {
        weight = 1
        modifier = {
            factor = 0.0
            has_monthly_income = { resource = sr_zro value <= 0 }
        }
    }
}

utility_component_template = {
    key = "MEDIUM_PSI_SHIELD"
    size = medium
    icon = "GFX_ship_part_psi_shield"
    icon_frame = 1
    power = @power_M7
    resources = {
        category = ship_components
        cost = {
            alloys = @shield_m_t7_cost
            sr_zro = 0.222
        }
        upkeep = {
            energy = @shield_m_t7_upkeep_energy
            alloys = @shield_m_t7_upkeep_alloys
        }
    }
    modifier = {
        ship_shield_add = @shield_M7
        ship_shield_regen_add_static = @regen_M7 #Regeneration per day
    }
    prerequisites = { "tech_psionic_shield" }
    component_set = "PSI_SHIELD"

    ai_weight = {
        weight = 1
        modifier = {
            factor = 0.0
            has_monthly_income = { resource = sr_zro value <= 0 }
        }
    }
}

utility_component_template = {
    key = "LARGE_PSI_SHIELD"
    size = large
    icon = "GFX_ship_part_psi_shield"
    icon_frame = 1
    power = @power_L7
    resources = {
        category = ship_components
        cost = {
            alloys = @shield_l_t7_cost
            sr_zro = 0.333
        }
        upkeep = {
            energy = @shield_l_t7_upkeep_energy
            alloys = @shield_l_t7_upkeep_alloys
        }
    }
    modifier = {
        ship_shield_add = @shield_L7
        ship_shield_regen_add_static = @regen_L7 #Regeneration per day
    }
    prerequisites = { "tech_psionic_shield" }
    component_set = "PSI_SHIELD"

    ai_weight = {
        weight = 1
        modifier = {
            factor = 0.0
            has_monthly_income = { resource = sr_zro value <= 0 }
        }
    }
}

utility_component_template = { #Low power requirements, lower str. Maybe good regen.
    key = "SMALL_PSI_BARRIER"
    size = small
    icon = "GFX_ship_part_psi_shield"
    icon_frame = 1
    power = 0
    resources = {
        category = ship_components
        cost = {
            alloys = @shield_s_t2_cost
        }
        upkeep = {
            alloys = @shield_s_t2_upkeep_alloys
        }
    }
    modifier = {
        ship_shield_add = @shield_S2
        ship_shield_regen_add_static = @regen_S5 #Regeneration per day
    }
    prerequisites = { "tech_psionic_barrier" }
    component_set = "PSI_BARRIER"

    ai_weight = {
        weight = 1
    }
}

utility_component_template = { #Low power requirements, lower str. Maybe good regen.
    key = "MEDIUM_PSI_BARRIER"
    size = medium
    icon = "GFX_ship_part_psi_shield"
    icon_frame = 1
    power = 0
    resources = {
        category = ship_components
        cost = {
            alloys = @shield_m_t2_cost
        }
        upkeep = {
            alloys = @shield_m_t2_upkeep_alloys
        }
    }
    modifier = {
        ship_shield_add = @shield_M2
        ship_shield_regen_add_static = @regen_M5 #Regeneration per day
    }
    prerequisites = { "tech_psionic_barrier" }
    component_set = "PSI_BARRIER"

    ai_weight = {
        weight = 1
    }
}

utility_component_template = { #Low power requirements, lower str. Maybe good regen.
    key = "LARGE_PSI_BARRIER"
    size = large
    icon = "GFX_ship_part_psi_shield"
    icon_frame = 1
    power = 0
    resources = {
        category = ship_components
        cost = {
            alloys = @shield_l_t2_cost
        }
        upkeep = {
            alloys = @shield_l_t2_upkeep_alloys
        }
    }
    modifier = {
        ship_shield_add = @shield_L2
        ship_shield_regen_add_static = @regen_L5 #Regeneration per day
    }
    prerequisites = { "tech_psionic_barrier" }
    component_set = "PSI_BARRIER"

    ai_weight = {
        weight = 1
    }
}
But that should be easily fixable. Even just replacing them with a Zro based Empire Campaign.

Even the Psi Drive does not use Zro:
Code:
### Jump drives
utility_component_template = {
    key = "PSI_JUMP_DRIVE_1"
    size = small
    icon = "GFX_ship_part_psi_jump_drive_1"
    icon_frame = 1
    power = @power4
    resources = {
        category = ship_components
        cost = {
            alloys = @cost4
        }
    }
    ftl = yes
    jumpdrive = yes
    ship_modifier = {
        ship_windup_mult = -0.8
        ship_ftl_jumpdrive_range_mult = 0.50
    }
   
    ai_weight = {
        weight = 5
    }

    class_restriction = { shipclass_military shipclass_constructor shipclass_colonizer shipclass_science_ship shipclass_transport shipclass_military_special }
    prerequisites = { "tech_psi_jump_drive_1" }
    component_set = "ftl_components"
}
That means it is worth noting, that only the Utopia/Shourd related features need Zro. Maybe Zro is thus gated behind it?
 

Kami-sama

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Zro can be sold, which is pretty much its only use unless you follow psionic ascension. Curiously gestalt consciousness empires will also accept zro trade deals even though they have no use for it.

Yes, but I turned on the map using cheat to see if there was any and there was literally none in the entire map.
You can write "deposits" in the console to see the number of zro deposits in the galaxy. In my latest game there's only a single zro deposit...in a huge galaxy...with 10318 celestial bodies...
 

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I found zro for the first time in my current playthrough! And the first time in 2.2.x!

I'm a machine empire....
 

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I'm a machine empire, and I have the only deposit of Zro in the galaxy. MUAHAHAHA! I can't mine it and you can't get it D:<
RNG, giving the middle finger, one game at a time.
 

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I haven't played a psionic playthrough in a few runs, but used to never get Zro.

The past 3 runs I have had deposits of it either inside my empire or nearby, but they have all had no use for it (one ME one Hive Mind and one synthetic evolution). So pray to RNGesus if you want to use it
 

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Never got Zro when playing spiritualist. And now that I play a biological ascension playthrough I have a Zro deposit in the middle of my empire. At least I can harvest it to resell it.
 

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I'm a machine empire, and I have the only deposit of Zro in the galaxy. MUAHAHAHA! I can't mine it and you can't get it D:<
I guess it is a oversight that it is still gated behind Psionics?

IMHO we could just make Zro something that can be synthetsized from Exotic gases or something like that.
 

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I guess it is a oversight that it is still gated behind Psionics?

IMHO we could just make Zro something that can be synthetsized from Exotic gases or something like that.
As far as I know, yeah, you need psionics to harvest Zro. The tech hasn't shown up for me, and I have dark matter now.

Edit: Looking at the 2.2 tech tree:
Psionic Theory
|--> Telepathy
|--> Precognition Interface
|--> Psi Jump Drive​
|--> Zro Distillation​
 
Last edited:

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Yup. I find it strange to lock it behind Psionic theory. I can harvest it but not use it in any way except sell it (and strangely even without psy there is demand for it).
It should probably be locked behind the ascension perk due to the tech using it requiring the shroud.
Or better solution, they should really give it a non psy use. If possible a useful stackable building that uses it.
And same for living metal and antimatter for that matter.
 

The Founder

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As far as I know, yeah, you need psionics to harvest Zro. The tech hasn't shown up for me, and I have dark matter now.

Edit: Looking at the 2.2 tech tree:
Psionic Theory
|--> Telepathy
|--> Precognition Interface
|--> Psi Jump Drive​
|--> Zro Distillation​
I actually looked it up in the gamefiles. Maybe should have posted it above:
Code:
tech_mine_zro = {
    cost = @tier3cost2
    area = society
    tier = 3
    category = { psionics }
    is_rare = yes   
    prerequisites = { "tech_sensors_3" "tech_psionic_theory" }
    is_reverse_engineerable = no
    weight = @tier3weight2