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Question: is there limitations on what you can receive as a reward for completing a milestone in a quest line. for an a vanilla example being the quest for the toxic god you make a choice depending on the choice it will change the outcome.only asking cause finishing the Dyson sphere is pretty easy with anything that messes with habitual worlds.
Feedback:restoring the sphere besides having a strong capital system dosent effect the game-play to much else. it could defiantly benefit a longer quest line with a few decisions to be made along the way that could be bad or good no clue how annoying it would to add though and a larger reward goal at the end like Finish these tasks to build more of these Dyson habitats or you can now specialise the panels IE upgrade the panel for a n agri section or a research segment to then lose something like ability to colonise anything but Dyson sphere habitat's
sc_dyson_star
class = t_star becomes sc_dyson_star
planet = k_dyson_world becomes pc_g_star
max = 1 becomes 0
I dnno if Gigas and your mod are compatible?
I've also changed it to allow normal xenophobic as well as hive minds
@author:
The event can be found under colony_events_1.txt ; adding the planet class(es) from this mod to the list of 'non-triggering' planets is probably 2 lines of code and a quick fix.
However, is there any way we can get arcology versions of the world panels for maximum shenanigans?
The reason I ask it is that I might try to mod it out but I'm afraid I might brake something.
*Technically*, It should work completely fine gameplay-wise, but the actual Dyson Habitats will generate OUTSIDE the Dyson Sphere if you use this with System Scaling mods.
Can you still employ as many decisions as you can afford at once? That just doesn't finish the situation really early? Or did you cut that down to 1 at a time?
I also didn't mention this in my inital comments, but I like the planet arts, it's fairly distinct to Gaia worlds and Ringworlds while looking like its own thing, the clouds were a nice touch.
Nice.
I also slowed it down significantly, especially the passive situation gain. Having the situation effectively manifest a whole planet every 20 years was way too strong, I mostly have the passive gain there to chip away at the extra bits that demolishing planets does not cover. As for the mega-engineering thing, I did remove that on purpose. If you find a lot of planets and complete the dyson world early, getting mega engineering was just too strong.
As for the clear blocker techs, I think you just extremely unlucky. They are unlocked with the vanilla blocker techs which shouldn't be too hard (all tier 2 techs).
Good call on the galactic wonders thing though! Once the situation completes it should give your empire the flag that allows you to unlock that now.
Another thing I thought of, that you can discard if it doesn't fit your vision at all, is automated/expanded production that you can add to each panel.
So something like Dyson Solar Collectors to produce 250 energy without pops, Starlifting Operations to produce 250 minerals (for 50 energy), Fabricators to produce 50 CGs and 25 Alloys for 100 minerals/25 energy, Science Banks to provide 100 Physics/Society/Engineering, and additional jobs/researcher output to the panel for 25 energy, and so on. This could require Mega-Engineering, and also be something that costs alloys/time to construct.
And finally, once you have Galactic Wonders and research the Dyson Sphere/Ringworld technology, you can build another Dyson World.
The clear blocker technologies for the Panels needs to be flagged as a potential research option, I turned on console commands to refresh the research pool several dozen times, and none ever showed up.
There's no reason given as to why we can't build regular districts eventually (industrial/mining/agriculture). So I had to rely on the few jobs given by buildings to keep my economy up. It worked to an extent, but I'm running out of room.
I'd like if some decison was added once your tile blockers were removed, maybe costing alloys/minerals/influence, and taking some years, similar to the Arcology project, where you can restore access to the other districts.
Restoring all the panels doesn't count as completing a Megastructure, so you can't take Galactic Wonders once you've researched Megaengineering. I think if you were to do the above (finishing the decision on every panel), the Dyson sphere would count as completed, and allow you to take the perk.
Some notes:
The progression seemed okay, if a little quick, and could be slowed down through demolishing planets, maybe only being able to do 1/2 decisions at a time, because at one point I had at least 4. I would also make the "active internal Restoration" option a little more expensive.
And I assume you removed the tech option for mega-engineering at some point once the situation is finished, or it's bugged out because I didn't get that.
Also, this should probably show that it requires Utopia, and any other DLCs it relies on. Overall, I like it, and I'll probably try it out later this week!
My restoration does not progress passively though, only through dismantling planets (