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my Plantoîds with
Photosynthesis mod (feed on the rays of the Sun)
and therefore at the start in the ring my 28 pops eat 28 energy for 100 produced with the farms :)
The rest will be able to go into the Matter Synthesis Segment :)
Cool ! Very Cool !!
Thanks
It's a good idea, but I can't promise I'll make it soon.
Given, they probably did it for balance reasons because Dyson sphere + Generator ringworld combo is kinda OP, but then why have it for Machine empires, who are already very OP?
Btw the Universal Districts Patch and my mod will conflict because they both need the same vanilla file (04_ringworld_districts.txt) to work. I think this can be fixed with a new version of my mod, where I will not touch this file. This is the same kind of problem that @minuss has.
Can you write what mods do you use so I can reproduce it?
@minuss
I can make a version of the mod which will allow this. In a few days.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1772831423
Oh, I forgot to mention this in the description. Thank you. Yes it does. The mod removes the commercial/energy segment.
@ZJK
You are welcome :)
- Yes, Agrarian Idyll adds +1 housing slot.
- What's the reasoning behind making them cost Alloys and not minerals? This is not an issue when it's late enough to be building Ringworlds, but I can't see the gameplay purpose that this serves. Seems to stand out a bit awkwardly.
- Do they give an extra housing slot when combined with Agrarian Idyll? I haven't checked it myself yet, but this feels like something that could easily be overlooked, so I figured I should ask.
Thanks again.
Yes, it can work with districts overhaul, but I haven't any good tests.
@Darky
I conceived it as a choice between "medium minerals + science bonus + building slots" and "maximum minerals". Not sure how good it's implemented, but I think it's more interesting than "+% to everything".
@Vaelophis Nyx
Since you need a lot of time and resources to build ringworlds, the current conversion rate and level of production is pretty reasonable (as for me).
@juicetin17
I'm glad you liked it :)
As for the mod itself, I am quite fond of it, it is very elegant and it fits a niche that was sorely missing. However I'd like to ask about the reasoning behind the research penalty from the structure, I get the thematic sense but I don't see how it is necessary from a gameplay perspective.
this prevents spamming them with dyson spheres or 1:1 energy:mineral ringworld segments to get effectively infinite mineral production for effectively no cost after the first few dozen
- Transmutators now produce 3 minerals (up from 2) at the cost of 3 energy (up from 2)
https://imgur.com/iV4sw5p
https://imgur.com/j05mAkw
Transmutators stop producing physics research at -110%.
It looks like this additional -10% is required in my case to overlap colony type (+5% output) and stability (+3% output) bonuses.
So, if you build more than 10 PRN and have no big +% output bonuses transmutators stop producing physics research.
So, if you have, for example, +100 to physic research from Transmutators and 11 Plasma Recirculation Nodes, you will have something around +31 to physic research after eleven "-10%" modifiers applied.
Right now the transmutor is 1.25 credits per Mineral, which is only slightly better than the baseline market price and worse once you get any market bonuses. Granted the Market goes crazy once it goes Galactic.
Secondary note; it is a Specialist job, not a basic job. So it also increases consumer good usage until either Droids, or Shared Burdens.
Last of all; it's only half as effective as a Mining district, meaning you need to spend 2 admin points to get a similar output at a greater cost.