ENDLESS™ Space 2

ENDLESS™ Space 2

51 ratings
More Starting Techs
   
Award
Favorite
Favorited
Unfavorite
TYPE: Extension
CONTENT: Gameplay
File Size
Posted
216.939 KB
7 Jan, 2018 @ 9:06am
1 Change Note ( view )

Subscribe to download
More Starting Techs

Description
Adds some existing starting technlogies to trait options for custom factions.

Military -
Autonomous Construction --- Fleet points / Ground troops (Tanks)
Antimatter Channeling --- Battlefield analysis tactics (Prudent Positions)
Universal Aerodynamics --- Air support, command points, battle tactics

Economy / Trade -
Galactic Commodities --- Marketplace
Multi Thread Management --- Dust Buyouts
Neural Robotics --- Adamantian Refining
Commercial Frameworks --- Trade Company hq
Extreme Atmospherics --- Anti-matter capture
Chameleon Spaces --- Slag and sludge center / Planet Cracker
Crust Engineering --- Orichalcix refining
Gamma Absorption --- Quadrinix Capture

Science and Exploration -
Baryonic Shielding --- Unlocks Free Movement for all ships
Compact Warp Methods --- Moon exploration
Autonomous Materials --- Wormhole exploration
Low Kelvin Sciences --- Curiosity nodes and star systems unconnected to Star Lanes
Ultra deep habitats --- curiosity Expedition power to 4 (Not sure if we need to unlock the other curiosity levels first)
Genius of the endless --- 10% more science, 20% tech cost reduction

Empire Development -
Xenology --- Academy / heroes
HyperPACs --- Alliance options, better diplomacy options
SLC (Supra-Light Content) Systems --- Allows absorption of systems
Chlorophyll Chemistry --- Super-biofuel factory - turns excess food into industry

1.0 - testing values for balance - let me know if things seem off
Tier 2 = 20 points
Tier 3 = 30 points
Tier 4 = 40 Points
Tier 5 = 50 Points

Primarily chose technologies that I usually wanted right away, and that make exploration / resource extraction much easier.
Prudent Positions / Antimatter Channeling was really the one that inspired me to make this mod. I always hated I couldn't tell my fleets "STAY AT LONG RANGE!!"

Inspired by Arkon mods but I wanted to have a choice as to which techs to start with vs "all / most".
Thanks to the "More Traits" mod for supplying a lot of the base logic/xml structure.

You can use my "Unlimited Trait Count" if you want to have more traits than 8.
You can use "Sandbox Mod" if you want to have more points to buy traits with.

(I wanted this mod to possibly be balanced by itself without cheat mods)

Let me know if there are other techs you'd like to see in the list.
3 Comments
Drgnfyre  [author] 25 Jan, 2018 @ 4:26am 
I've noticed for some factions, like Vodyani, some of the techs don't work right (even if you give them the starting tech they don't have it), so I need to clean those up when I can. (But I take solace in the fact that the built in 'starting techs' also has one that doesn't work for Vodyani either)

Yeah, BioFuel was way out on the far edge and I always hated how long it took for me to get to it, so I made it an option in the mod. :)
Blandersnatching 24 Jan, 2018 @ 9:57pm 
I'm totally going to try this out and see what it's like to start with advanced technologies. My gut feeling is that it will be really powerful, but then again, balance is less of an issue in single player. Also, while the option to start with biofuel factories etc. is nice, you can't realistically build it until mid-game; I think for this mod you should prioritize technologies that grant empire traits instead of system improvements.
Kevin McScrooge 23 Jan, 2018 @ 3:55pm 
10/10