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@VenomDragon it will eventually but it's the lowest priority. there aren't enough zerg units that could fill the roles in stellaris, so it's a huge amount of custom modelling
@Danaiyka i'm in the stellaris modding den if anyone needs support
- Start with a Fleet of 1k that is in combat with the other 2 enemy forces(both of 500), prevent them to fight back and absorb them into your swarm! (Start with total war)
- Lone Leaders (All leaders upkeed +65% , Experience gain +10% , Start at level III)
- True Colors: Hydralisks/Hunter Killers have 5% more damage, Lurkers have 10% more hp
-Divided Swarm: -10% pop growth, -50% pop growth until the other two other swarms are brought into your swarm
- Effective Mutation[Unique Technology to develop, starts at 50%] - Ship Fire rate: +5%
"Growth, genomes show possible development under stressfull and cold enviroments, tactical."
- Effective Resistance [Unique Technology at 50%] - Ships armor + 10% on friendly territory . "Air superiority, early space exploration requires biological ships to survive, essential upgrade"
A decision (just like distributing amenities) but Larva, so it increases pop growth (in about 5-7%) and soldier recruitment (15%)
Also, I got an idea for a "challenging" start
"Feral, Less. Consume Develop."
- Start on a Hive world(or well, a Hive, you know, from the game, not Stellaris one cause anything else has 0% on those, even I had 200% with my species and they were leaving it.) , in war with another 2 Hives that broke through (neighbours), yours have a queen that comandeer your hive.
- Technology Research -10%
- Colony Ships, Cost decreased in 50%
- Start with a 500 ground unit fleet army.
- Army Upkeep reduced in 10%
(1/2)
@specneo i don't have solid enough plans to share yet, but there will be at least 2 origins at launch