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There must be something interfering with the mod, because even if I bring a colony ship in the orbit of an uncolonized planet or a construction ship near a megastructure, I wait for several months and nothing happens. I'm gonna do a little investigation with my other mods, maybe it's a compatibility problem lol.
Thanks again !
- You can now use a construction ship to orbit a planet and use a new planet decision. It will allow you to dig out an artificial arch site for other empires (like new FTL empires) to go thought the stages and get a random relic!
- A new menu has been added that allows you to populate the galaxy with random space fauna (you can choose the count).
- A passive has also been added to the galaxy that will take all early space age primitives to FTL once any of them manages to achieve this great feat!
Thanks go to 123 for the ideas and support on making this mod great! If any more bugs, let me know.
Not sure what you mean by that?
Additional features that might be interesting:
- Start New Cycle special project that starts a randomised timer for another midgame/endgame crisis to occur in ~150 and ~250 years respectively, and resets all Galactic Community resolutions to default (unsure on the viability of this one but it'd be sweet if possible)
- Ability to "release to wild" space fauna to repopulate the galaxy with critters
- Seed relic decision on any planet that creates an archaeological dig site at the planet that can be completed to obtain the relic
- Force all primitives that are in the early space age to go to FTL once the first does, so they all go FTL at the same time (perhaps triggered by Start New Cycle?)
Good luck !
I'll see what I can do after I update my other mods, thanks for the reminder though.
- Added Aquatic and Toxoid species to the Seeding of Primitives planet decision.
- Added all the gigastructures that have their ruined counterparts to Megastructural Cleansing special project.
- Added an explosion to the destruction of a megastructure in to the Megastructural Cleansing special project destroy option.
- Removed the ability to ruin any stage of megastructure and limited it to just the final/completed ones for balance.
This hopefully addresses everything that's currently in the mod but if there is anything I missed let me know!
Next, I'll be listening to you guys for any ideas to implement into the mod that fits the end game theme :D