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Awesome, I will be looking forward. I just started playing my cyberpunk criminal syndicate Earth with your origin mod. Love how challenging and immersive it is. Thank you for your work!
They have changed a LOT under the hood for 4.0, so no, this won't work. I will update this mod & starscraper to 4.0 at some point, though.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
While I understand your frustration, this is intended to be a challenging origin. It's not as big a disadvantage as one might think, though - you should be using trade value and station mining to work around the worst problem areas. (Buy what you need!) All you need to do is settle a colony; the rest will fall into place. Remember, you start with extra pops to help out! You can even move pops offworld if you need.
Are you vulnerable to early aggression? Sure. But who isn't.
In 3.0.3 beta the origin actually becomes much easier with the doubling of clerk trade value. Not sure how I feel about that. If you have a number of trade bonuses as well, that also makes things a lot easier on you.
I uhh recommend you rewatch Wall-E with subs on. Because he didn't say "Frontier" he said 'Fun-tier'
"Because at BnL, Space is the final frontier!"
- BnL CEO Shelby Forthright
A couple things which could be improved upon.
First, what if lithoids were allowed with this start and instead got "Mineral processing centres" for the ecumenopolis, creating miner jobs? With this start your minerals never quite drop below 0, but you suffer heavily for energy.
Second: Research. Even a broken Ecumenopolis is insane for research benefits. +20% research from the get-go is the only thing that can really be overpowered about this origin (I've out-researched GA AIs within 30 years of game start without cheezing anything). Instead of the resource shortages as they are, I'd go like this: -15% to tech/alloys/CGs -> -25% -> -40% This would make it a relatively challenging origin and hammer the "Gotta expand fast" point home.
Third: Arcane Generator seems to give minerals back instead of the energy upkeep. Minor thing, but noticeable.
Great job making it
This should work in 2.8 already, but i am working on a few bugfixes for my various mods and then i will push the update.
Thank you
They made some other changes to districts and Csus belli that I'm trying to fix in other mods, but I'm glad it seems to work okay. I'll do my best to get this updated to 2.7 so the little red warning triangles go away for you all :)
That's why this mod is much better for the AI:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2052764610
It's an identical setup, except they don't have to do the event chain, so they won't crash themslves. (Both of these mods are compatible with each other, you don't have to use only one.)
No, it removes the penalty modifiers on the planet, and adds a special pair of planetary features - one replaces "Decrepit Urban Corridor" with "Peerless Megalopolis," which adds 5 district slots instead of takes them away. The other is the "Plentiful Stockpile," which works like the Arcane generator on the shattered ring origin - it pays the rare resource upkeep of up to 1 of each district. (You have to build the district to get the resources, that's why it doesn't show right away.)
You are also rewarded with 50 exotic gas, crystals, and motes, so you can afford exactly 1 of each district.
The two blockers that can be cleared with tech remain there, but you already have weather control systems unlocked, and Antigrav engineering is the next tech after that.