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Engineers of Life - Lite Redux 4.0.21 - Early Beta version 1.0
   
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21 Jun @ 3:15pm
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Engineers of Life - Lite Redux 4.0.21 - Early Beta version 1.0

Description
Early Beta release! It works but it needs tooltips, event presentation popups and perhaps balancing! Accepting suggestions! But I wanted to get this out ASAP! - Also once this stabilises I will require help with the localizations!

Engineers of Life - Lite Redux is Here!

What is this?
A remake of Engineers of Life, based on the obsolete mod from ages ago, and the attempts to keep it functional throughout the years. This is based on the ideas and some of the artwork of NukaBoy, the original mod from Neko, the recent maintainers and forked projects by Elidien and others (FirePrince,Peetay897,Анкап, etc). I used files from all of them as a base, but ended up removing/rewriting all of it - to come to a version that works.

All credit goes to them for the original idea and their work as maintainers. I'm reusing and continuing their work since they are no longer active, so I carry the flag for now I guess.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2411220897
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2918745033

Engineers of Life - Lite Redux Allows you to seed very early pre-ftl primitives on a planet.

Prerequisites and conditions:

1. Planetary body must be a natural planet.
2. The planet must have less than 5 blockers on it.
3. You must pay the resources to construct the required life matrix and give it time (30 days on this beta) to grow at an accelerated rate to form the species at the stone or bronze age - buildings, society and all included, out of the fractal box!
4. You also need first to research the rare sociology Sapient Life Engineering tech! It's mid to late game.

Instructions:

In this version, you don't use colony life seeding ships, instead you need to have the system in your borders and colonise the target planet first.

AFTER the colony is created, you need to perform the decision to seed newly engineered life on the colony. this decision will take resources unity and time to happen, and it will CONSUME your new colony and all pops in it, in an Engineers/Alien/PROMETHEUS like sacrificial manner! (I also love how this is also a hidden feature!)

What species you get is random, and I don't have any control over the process, because the code uses the same way the base game creates pre-ftl primitives on the map. However it looks like it follows the natural climate of the planet.

No other features from the old mods are presently implemented like origins and creators, and I haven't added any restrictions on ethics and empires to do this - should I?. The features that added the missions on starbases to advance them are now part of the base game, as is the space fauna and other stuff, and I would like to keep this compartmentalised as a base functionality. If you wish to build upon this as a base please do!

Note:AI will not use the feature to create life.
Note2: Minimal testing has been made.

Compatibility: NO files were changed! This is compatible with EVERYTHING.

Enjoy!


15 Comments
The_Illusive_Man22 28 Jun @ 6:32am 
@Bruce10101 Original Mod Author Here.

In theory it is possible, give to them a +in relations is "easy" - but mods is the sense "you create something and broke another thing"
GnoSiS  [author] 27 Jun @ 12:59pm 
@Bruce I don't think that's moddable
Bruce10101 27 Jun @ 11:58am 
Any way/plans to make it so pre-ftls you seeded may react once they become fully aware and learn you seeded them (if not for the lite, then the full version)? Something like starting off with a relations bonus or sharing tech is more effective with them, or a different relations if their ethics would dictate it? (EX: a xenophile is static to meet you while a xenophobe starts off distrusting you or smth)
RutraNickers 26 Jun @ 6:00pm 
Just to make the mod more focused on a type of Empire instead of being a tech that's accessible for everyone, since the original mod stuff was locked behind a new Origin from what I remember.
GnoSiS  [author] 26 Jun @ 5:30pm 
@rutra The second option sounds more appealing, but why are you so inclined in having a civic?
RutraNickers 26 Jun @ 5:22pm 
@GnoSiS How about you needing this civic to be able to research the tech instead? Or having the civic gives this tech as a permanent option to be researched?
GnoSiS  [author] 26 Jun @ 7:54am 
But I understand the desire to start with that capability
GnoSiS  [author] 26 Jun @ 7:53am 
@rutranickers That might bee too strong since doing it at the start would allow you to create pops . It may need severe balancing or other restrictions, like not permitting invasions.
RutraNickers 26 Jun @ 6:25am 
Honestly the entirety of the original mod is basically in the base game now. What I could suggest is making this a new civic that gives you both the option to seed new colonies and that gives you a boost to Unity for each pre-ftl within your borders, while changing the admin jobs to give Society research instead of Unity.
GnoSiS  [author] 23 Jun @ 6:25am 
@the illusive man: thanks for the link. My version strives to be minimalist, doesn't touch any game files, and be 100% modular. Not competing with it, the mod is great!