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Any ethic related event options? We could build in compatibility for that
I see you add technology, is it completely isolated from vanilla's tech-tree? I'm interested in building built-in compatibility between the two mods
Would it be compatible with Ethics & Civics Classic?
It's a really cool mod you have and if you need any changes from my side to support compatibility for RWF or CWF, I'm happy to have a chat with you about what you need.
We are both overriding decision_arcology_project_relic
Would you please either make a mod active flag for this mod like PD Arc has, or we can discuss other options (you can message me on discord if you'd prefer)?
Ex. Planetary Diversity Arcologies in on_actions has on_game_start which fires pdmaengine.00 to set planetarydiversitymorearcologies
This mod is one of my favourites, so I hope this helps future updates. With how long it takes to survey a relic world 5 times, I feel the final survey should always give a guaranteed modifier or planet feature. It's easy to forget to check the decisions panel, and this would make each relic world more unique.
I also think the chance for flavour events could be increased—I rarely see them appear during a playthrough.
Lastly, could there be a content list for the mod? Like the modifiers, features, techs that can roll, and info on the two custom relic world systems. It’s hard to keep track during long games.
Sorry for the long message—just wanted to say thanks for the amazing mod and all the work you put into it!
might be harder, because technically wilderness 'terraform' rather than colonize, and there is nothing apropriate you can terraform a relic world into.
so might require a new planet class "infested relic world" or something like that, which acts as a relic world for wilderness. but with limitations on it. (for example, planet size can't be expanded, maybe lower habitability since it can't be 'fully' incorporated.)
maybe add an ascension perk that lets you turn them back into ecemunopoli, as a "reclaimed ecemunopolis" or something. still with limitations such as not increasing the planet size. and you can't build NEW ones, only restore ones you find. (can't have EVERYTHING be available after all.)
but that is possibly outside the scope for this mod.
Use these instead for it to work:
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_regular_empire = yes }
}
modifier = {
job_archaeoengineers_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = yes }
}
modifier = {
job_archaeo_drone_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
modifier = {
job_archaeo_unit_add = 5
}
}
For the Rejuvenated Vitality trait to work, you need to replace modifier with self_modifier. self_modifier applies to the leader; modifier to the ship ;-)
So your odds of getting the really good rewards is roughly 1/6 for each expedition you do, but there's a limit of one high value reward per planet.
I think I'm going to add a few more mundane events and maybe tweak the odds a little so there's less repetitive outcomes and you actually find things for your trouble.
@beahmont it won't break anything from Guilli's, but the events will only fire on vanilla relic worlds, not any planet classes Guilli's adds
It just feels like the odds of actually getting interesting events are very very slim.
"Abandoned Ecumenopolis Worlds now gradually decay into Relic Worlds. Better not leave those empty!"
What do you mean? Of course I will leave them empty! I like my Ecus like I like my wine and cheese: well-aged!