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Title: Ancient Invaders
Synopsis: Your empire has invaded an industrial-era primitve world before achieving faster than light travel.
Gameplayer Mechanics: You start out with a second planet which is roughly equivalent to a regular Industrial-era primitive world. Its pops are a random second species similar to the vanilla Federations origins, and the planet has only the buildings an industrial primitive world would have. It could also start out with both the Stellar Culture Shock modifier a regular primitive planet gets upon being invaded, as well as a modifier to decrease stability for 20 years or so. This means that the empire will have some difficulty integrating and managing both this fairly unproductive planet and the homeworld, but the modifiers will eventually fade away. An Ancient Invaders empire essentially spends some of its critical early time for a headstart in terms of planets and population instead.
Synopsis: 100,000 years ago your Empire rose to galactic domination, using your psychic powers you easily dominated everything and everyone, but disaster struck, and you were outcast beyond the Hyperlanes into the far reaches. The galaxy thinks you are gone, but some have not forgotten your reign.
Gameplay Mechanics involved (Bonusses, Events, etc.): Start on an average planet beyond the Hyperlanes in deep space with 5 starting systems, Starts with psychic trait, Starts with a "Lost Gate" (Named Gateway specific to you), and a quest to reclaim your heritage and defeat the one behind your downfall. While undiscovered, 10% to everything (Food,Minerals,etc.) Unity for 1 tradition/1 perk, slightly better psychic perk 10% increase for instance (Permenant). Locked to just your starting systems 'til an empire opens the gate system for you to invade from (or not your choice).
I really enjoy psychic evo and tall/1 planet challenge, so I thought of an Origin that would take place in the future when your civilisation has recovered from being devastated by the End of Cycle and is seeking to reconnect to the galaxy using the Lost gate system, sort of like the L gate but you don't open it, other empires do with the idea being that as long as you remain hidden you gain a bonus to your "reclaiming" efforts, waiting in the shadows ready to pounce on the galaxy and dominated it once again.
Synopsis: Your Homeworld has had a Massivle Political Ecenomic and Military Upheival Causing a few of the Major Nation-States to Unify and Assimilate the Collapsed Nations (Happens about 50 years Before game Start)
Gameplay Mechanics: Start with a modifyer Named "Planetary Upheival " -20% Planetary Stability -5% Production of Alloys and District Output but +5% Reaserch Speed
Negative Effects can Be Removed Slowley Via Event
Synopsis: For hundreds of years have your people been well-versed in the arcane, and all such matters beyond the material. It has shaped your society, and now you are ready to use your gifts to claim the stars.
Gameplay Mechanics involved (Bonusses, Events, etc.): Start out with the Psionic Theory technology. All pops have the Psionic trait. Leaders have +10 lifespawn. Doesn't have to be just this, this is just what I can think of off the top of my head.
Requires: Spiritualist
If you want to put a lot of effort in, entire texts for localisation: I don't quite know what this is, otherwise I'd see what I can do.
Synopsis: 100 years ago our species thrived from our booming industry. Alas, in our inability to look past the next quarterly report, we neglected our planets declining ecosystem. Our crops began to fail. People desert the cities in droves. Criminals took to the streets. Our society began to collapse. Our top scientists worked round the clock to find a solution for our dying planet. However, with the discovery of faster than light travel, we are faced with a dilemma. Shall we flee our old world in search of a new one? Or shall we stand fast and try to fix what we broke?
Gameplay Mechanics:
The following planet modifiers are added at the start of the game:
Decaying Atmosphere: Habitability -5% Food from jobs -5%
Contaminated Ocean: Habitability -5% Food from jobs -5%
Industrial Wastelands: Habitability -10% Consumer Goods from jobs +10% Alloys from jobs +10%
If the players do not remove these modifiers after thirty years, there is a chance for them to 'mutate' into worse modifiers. After fifty years the planet will become a toxic world, killing all pops and destroying the colony, unless the planet is restored, partially restored, or stabilized.
Toxic Atmosphere: Habitability -10% Food from jobs -10%
Poisoned Ocean: Habitability -10% Food from jobs -10%
Industrial Slums: Habitability -15% Consumer Goods from jobs +5% Alloys from jobs +5%
Players will have to choose between taking bonuses towards colonizing a new planet, or attempting Do It Yourself Terraforming.
If players choose to take the bonuses towards colonization they will be able to choose one of three bonuses every two years.
Physics: Technology Option Gravitic Sensors. Adds Progress 50% Gravitic Sensors
Society: Empire Modifier: Colonial Crowdfunding 20% energy from jobs. Lasts for 1800 days, five years.
Engineering: Empire Modifier: Jury-Rigged Colony ships. -10% Colony Ship build cost. -20% Colony Ship Hull points.
However, they will loose the option for DIY Terraforming. They will have to research terraforming and climate restoration in order to unlock a special project to restore their planet.
If players attempt to perform DIY terraforming, they will be given the option to attempt three terraforming actions: Filtering the Atmosphere, Cleaning the Ocean, and Clearing the Industrial Wasteland.
For each action an event will pop up, requesting a sum of minerals or energy from the player. The player may choose to give the full sum, or half the sum. After which players are given a special project costing society research to finish. After the project is complete, the modifier correlated to the action, is removed.
Clearing the Wastelands:
1000 energy 200 minerals 1000 society research
Cleaning the Atmosphere:
1500 energy 800 minerals 1500 society research
Cleaning the Ocean:
1000 energy 1500 minerals 2000 society research
If players pay the full price for all three actions, the planet is restored completely and all three modifiers are permanently removed. Players will recieve the terraforming technology for free.
If the player pays half price on one of the actions, the planet's restored partially, all three modifiers are permanently removed, and the planet suffers a permanent -10% habitability. Players will recieve the terraforming technology option with 75% progress.
If the player pays half price on two of the actions, the planet's condition is stabilized, all three modifiers loose their chance of 'mutating' into their severe counterparts, and all 'mutated' modifiers revert to their initial status. Players will recieve the terraforming technology option with 50% progress.
If the player pays half price on all three of the actions, there is a 50% chance for the project to fail, leaving the player with only his colonies for survival. If it succeeds, the planet will be stabilized, all three modifiers loose their chance of 'mutating' into their severe counterparts, and all 'mutated' modifiers remain in place. Regardless of whether or not the project succeeds players will recieve the terraforming technology option with 25% progress.
Synopsis: even tho your species fight and fight almost going to nuclear war, in the end you all have had the same goal "going to the heavens" (+10 attraction for bio empires)
Gameplay Mechanics: starting as a per-ftl player and have to research in order to get what you would have when normally playing you can only build primitive buildings until they ether research special event called "the jump" which is were they get all the normal building they could build normally as well as the divided-world modifier would be removed as well as all "nation-state" tile blockers, or research them (since the starting tech exist there's no need for make new tech for this to be possible) the planet would also get 2 modifiers
^ (note you start with 2 primitive colony ships 1 construction ship and 1 science ship with custom hyper-drive that make it super slow when traveling on hyperlines, this is just so you don't lag too much behind the AI,s and can still get some systems while primitive and you obviously will have the normal stations)
divided-world. ""the planet is divided into rivaling nation fight"" +20 to engineering research and physics research but also +30 devastation at the start, there will be tile blockers so you can only use 3 districts (random event would happen like "Wars" and depending on what you chose you may get a bounce to certain technology or lose pops or a tile blocker is removed allowing for you to build more districts or rare but possible nuclear war etc..)
^ (also if "the jump" remove this completely, but if the event "the jump" is not done and (starting tech one) hyper-drive gets researched this modifier is replace by "broken-world" -25 unity +5 to engineering and physics research "the world is very very salty that your nation did it first" the chance of nuclear war goes up and wars still happen until all "nation-state" tile blockers are removed this will also remove the "broken-world" since there is now only one nation)
born-to-fly. ""your species has always been reaching for the heavens even before space flight was possible, you,d use gun power, explosives, and even climb and build very very primitve rockets on top of mounts to try and break though the atmosphere as you all know there was more then just was on this tiny world"" +10 alloy and mote production, -15 unity.. "all of you have a common goal but you all wanna be the one who did it, in the end.. dose it really matter who fly to the heavens first?"
^ (if "the jump" event is done then replace this with "united-to-fly" modifier which will be the same just with +15 to unity instead of -15)
Synopsis: Before the invention of the Hyperdrive, disaster struck the homeworld of this species. Weather it be through a meteorite, pollution or natural causes, the climate of this planet has been altered to something the biology of the natives is not equipped to deal with.
Gameplay Mechanics: Alters the homeworld of your empire into another planet of the same climate group at the start of the game. The exact type of world it becomes is random, but it will stay in the same climate group. For example, a Continental world, being a Wet world, can become another Wet world like an Ocean or Tropical world, but it can't become a Dry or Frozen world such as a Desert or Arctic world.
Synopsis: Before the invention of the Hyperdrive, a great disaster struck the homeworld of this species. While the exact nature of the disaster is unknown, it caused a significant alteration within the climate of this planet into something that can be deadly for native life.
Gameplay Mechanics: Alters the homeworld of your empire into another planet of a different climate group at the start of the game. The exact type of world it becomes is random, but it will be in a different climate group. For example, a Continental world, being a Wet world, can become a Dry or Frozen world like a Desert or Arctic world, but it can't become another Wet world such as an Ocean or Tropical world. You also start with a building called a Climate Protection Habitat, which increases habitability of your starting species on the planet it's build on, and you have the tech to build it on any planet you've colonized.
Synopsis: Before the invention of the Hyperdrive, an enormous disaster struck the homeworld of this species. While the records of the exact events have been lost, it is known that the disaster destroyed the entire biosphere of the planet, leaving it a barren world. To survive, this species has committed all of its resources to build a great space station in orbit around their homeworld to live in. However, this came at a cost. Generations of living in a sterile environment effectively removed the immune system of this species, forcing them to live on their habitats.
Gameplay Mechanics: Turns the homeworld of your empire in a Barren world, while also giving you an Orbital Habitat on it that serves as the new homeworld of your empire. It also gives you the starting technology to build new Orbital Habitats without needing to research it, and due to expertise you have a -25% bonus when it comes to resources and time needed to build a new one. It also spawns a grand total of 5 planets in your home system, though what kinds of planets they are and the presence of moons is random, and each of the other 4 planets already has a Construction Platform for another Orbital Habitat. Your starting species also gains the Sterile Environment trait (can be either habitability or something like the Survival trait), which gives your species 100% habitability on Orbital Habitats, Ringworlds and Gaia worlds, but 0% for all other planets.
Synopsis: The creators of these mechanical entities, whoever they were, made them as individuals, not a hive mind.
Gameplay Mechanics: Allows the player to create a machine empire without a Gestalt Consciousness, and allows the player to pick any ethics they wish.
Synopsis: You were a parasite on your world and developed to a brain parasite. Now you can integrate others into that hivemind
Gameplay Mechanics: Starts with a secondary Cyborg like Population that are assimilated into the Empire and with the Tech to Assimilate others into your empire. (Basically a Bio-Driven Assimilaters)
Synopsis:Your race during the early machinery age suddenly started making discoveries faster than a normal race would make. Now when we [ur race] is going to search the galaxy for answeres of why they were so fast in development.[idea is that some empire (fallen or not) has been trying to make this race to ftl age and failed or stopped for unknown reason (think of something) and now ur race searches for answers to this unnatural fenomenon]
Gameplay Mechanics: Has an minus to science [lets say -20% on every science or more] and during the search for answeres you find archeological/event planets/objects where after full research you not only gain part recovery to the science debuff but you gain a free tech so you dont loose the science debuff that much , and when you have the minus to science [ur race is slow at trying new stuff but thanks to it stuff such as democracy or worker/slave didnt had much power] due the slow research but long traditional worker/slave work in ur culture then during the slow science you gain a "traditional workers" in other words your worker/slaves and specialist make better economy [have better work output] or possibly use less consumer goods and food or make buildings/district have lower cost and maitnence cost
[sorry for bad english]
Synopsis: The Galaxy was doomed after [end-game crisis] and a single ship of [your main species] packed full of desperate survivors attempted to escape the galaxy via an unstable experimental FTL engine, the engine exploded but catapulted the ship back in time to not long before [your species] first achieved FTL travel. These Survivors bring with them advanced technology but a dire warning of a coming threat.
Gameplay Mechanics involved (Bonusses, Events, etc.): Start off with some (1/3 to 1/2) progress done in almost every technology (examples and databases right there in the ship which is also taken apart to reverse engineer, but just having the information there wouldn't automatically give complete knowledge of the technology hence only progress) and knowing what the end-game crisis will be (with an empire wide modifier with effects relating to knowing a great enemy will come and essentially permanently being preparing for war) , BUT the end-game crisis difficulty is jacked up massively - after all it was bad enough the galaxy was doomed in the original timeline.
Basically other empire's aren't much of a threat with the massive boosts to tech but the goal is to become powerful enough/make the galaxy powerful enough to survive a monstrously huge end-game threat. So you could unite the galaxy by force beforehand or unite everyone in a big federation, or play extremely tall and make a corner of the galaxy a massive fortress etc so mulitple ways to go about it.
Title: Prosper and profit
Synopsis: The borders of our empire grow larger every day and our company has grown so large that we have been given the task of assisting in the colonization of the galaxy. We are free to expand in any way we see fit as long as we do not upset our empire. That is if we choose not to break off from our empire.
Effects: Start the game as a Megacorp vassal next to an empire of the same species.
Requirements:
Must have Corporate Authority
Overlord must have Imperial Authority
Overlord must have Feudal Society Civic