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Civic: Necromancy- bring back dead leaders with empire edicts! Allows recruiting of Skeleton armies
Civic: Eternal Flame- ruler is immortal (must be Imperial or Dictatorial authority), can Hellfire bombardment to turn worlds molten after bombing for a while
Civic: Eternal Flame- ruler is immortal (must be Imperial or Dictatorial authority), can Hellfire bombardment to turn worlds molten after bombing for a while [/quote]
I don't know about all the slime stuff, but I am DEFINETLY adding Immortality and undead stuff. Because it's cool and why not. Love the idea for skeleton armies. That's going in.
Flame-Infused- this species is genetically infused with elemental fire
Rock-Infused- this species is genetically infused with elemental rocks
Ice-Infused- this species is genetically infused with elemental ice
Holy- this species is considered holy by a Spiritualist FE (bonus opinion with Holy Guardians)
Civic:Death is but a Door - With this civic it turns your leader into powerful undead lich which is immortal for as LONG as his phycaltery which holds his soul isn't destroy (could be represented by your homeworld bieng taken from you with a chance of it bieng destroyed or it magically returning to its owner depending how good or bad the war went for the player). This can give special edicts to planets, where by worlds could become Cemetery Worlds which gives bonuses to undead pops and defending undead armies. Could introduce a unique tile structure which replaces the administration building with a Cathedral of Bone which holds his your lich leader's phycaltery and could give bonus & special royal army options. Events could trigger when waging war on other worlds where you could rise the population to turn that world into another Cemetery World under your control or rise them as addition armies from a price.
With both of these are taken the species government type changes to benefit it, Democractic - Unavailable, Oligarchic - Black Magocracy, Dictatorial - Deathless Dominion, Empiral - Necromantic Hegemony. My two cents on necromancy ideas. :)
2. Regarding Magical Ascendancy: Maybe try to make it work with 2 and half ascension mod? It would be funny to have species who are psionic, magical, cyborg and have complete mastery of their own genotype. On which note: Genetics could make mixing the elements easier/possible, Furthermore it could help leveling out social tensions linked to the elemental affinity
3. Alchemy: one way or another, it should be implemented
4. Non-elemental magic: something akin to Necron Plasmancers: dealing with energy in its raw, unbidden form and/or binding it directly into form without using the elements
5. Time manipulation: Soft and Hard Magic may have it covered, but messing with time should be its own special category accessible mid-to-late game and it should have very heavy consequences.
Most of the elemental magic traits are just fine where they are, with naturally balanced being slightly cheap for 2pts (maybe make it 3pts)
Racial minority is only -1pt when iirc the vanilla -5% happiness trait is also -1, maybe increase racial minority to -2pts. and finally:
Hard and soft magicians are both very strong for their cost, soft magicians (6pts) is more valuable than the 3 +15% food/energy/mineral traits PLUS the +5% happiness trait PLUS the 10% all science and +10% unity traits (all of which are worth 6 picks and 10pts), having it be 6pts in 1 pick is really really cheap, hard magicians has a similar problem as although its bonuses are lower, its cost is also a lot lower, in fact at 3pts its still only 5% worse in food/energy/minerals compared to the previous 10pt trait combination, so some serious tweaking of those two traits in particular is needed.
Magocracy civic is pretty alright too, its good late game when energy is plentiful, but early game the +leader cost can cause problems, it forcing hard magicians isnt really a drawback, given how powerful that trait is
as a form of magic for machine empires a starting civic that gives the machines a base knowledge of magic in the form of cyborg sorcerers with which they can convince spiritualist races that they are more then empty shells.
while working somewhat like D.A. machines but their "cybermagi" are A. unable to reproduce and B. must spend time and unity in a planetary project to raise the "prospective acolytes"
Enchanted Frost- Use ice magic to freeze worlds! Unlocks a Colossus weapon to turn worlds into Frozen worlds.
Ground Breaker- Use your rock powers to get minerals! Unlocks edict which cracks the world it’s used on but reveals a ton of minerals (like 40-60 minerals)