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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
The nanite "instant build" is something I wanted to add, but I wanted to ensure that it remained a late game "shortcut", and so I made it quite expensive. I was a bit afraid players would just ignore the slow tunneling and go straight for the maxed out T5 subterranean arcology.
I am quite open to feedback on costs and have been working on balancing out progression within the subterranean system. From playtesting I determined that early game the subterranean tunneling was useful, but the influence cost was too punishing. This is why influence costs were halved at all levels.
In the short term, this mod should be fully compatible with 3.4.2.
Such an update to Subterranean might be delayed as I first plan to try and rewrite the espionage system to use the situations system. My goal is for successful spy missions to trigger a situation for the target empire if the affected empire is player controlled. This will allow counterplay in multiplayer games while allowing for some truly powerful espionage outcomes if the situation is poorly managed. All in all I'm really excited for this new update!
hidden_effect = {
remove_planet_flag = subterranean_decision_queued
}
Pushing update now. Sorry for the inconvenience. In your current save game you can clear this issue on a per planet basis by typing "effect remove_planet_flag = subterranean_decision_queued" into the game console.
osom_subterranean_change.1 - You don't need an event that removes modifiers. For anything that adds modifiers you can use code like this
effect = {
add_modifier = {
modifier = sanctuary_colony
days = -1
clear_on_owner_change = yes <----- This is what you can put and the modifier automatically is removed upon owner changes.
}
hidden_effect = { validate_planet_buildings_and_districts = yes }
}
where?
That they also cost maybe about 1K, 2,5K, 5K, 10K and 20K consumer goods. Of course researching and then building the upgraded speculcing facility could reduce this by around 15% or so and maybe a tech that reduces it by another 5%.
Actually it should be many weaker techs. It should still be a relatively slow process but just have ways to speed it up slightly. Just look at how it works with the gigastructures mod.
The additional building slots are powerful so you shouldn't overdo them. Maybe only the 3th, 4th and 5th add 1 building slot each and they also further increase building upkeep.
One thing you could add to the tradition is that it doesn't just speed up tunneling but every planetary decision.
But mostly it's those additional building slots. There currently is no real way to increase them and a powerful thing like that should have an appropriate cost. I have been looking for a mod like that for quite a while but haven't been able to find it. Every single one that does it just hands you them.
@Wilmfe23 more content for this mod is indeed planned. Of late my focus has been on the tradition tree mod that I released last month.
I really like your ideas here. I can add a rare technology that allows you to tunnel planets directly to Tier V in a greatly reduced time period. Additional building slots is something I will add. I want to add events to this mod, but will take a fair amount of time to implement. I am also planning out a variant of this mod for Aquatic worlds when that DLC drops.
Maybe have the levels provide additional building slots. It could be a great way to play tall without breaking the game and be an alternative to building megastructures.
This could be a great way of adding additional building slots without breaking the game. That it really take a huge investment to get those slots.
That doesn't make any sense. Ringworld already have a subterran city. That's why they can have so many district slots despite being physically small compared to planets.