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United Workers
Miners led the forefront to planetary unification due to the emphasis placed on the society given the planet’s abundant mineral deposits.
- Start with Nanomechanics and Geothermal Fracking already researched.
- Homeworld has +3 mining district planetary feature.
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Forced Unification
The last world war saw one supreme victor that subjugated all other nations on the world. As a result, this planet’s species is more inclined to resolving conflict through firepower.
- Start with Planetary Unification and Centralized Command already researched.
- Homeworld has War-torn planet modifier (can be removed once Terrestrial Sculpting is researched).
o -5% Happiness.
o -5% Government ethics attraction.
- Homeworld has City Ruins x3 planetary blockers.
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Star Trekkers
Society on this planet grew with an importance placed on learning. Once FTL technology was discovered, the nations of the world joined together to focus on catapulting their species into the future.
- Start with Zero-G Laboratories and Gravitic Sensors already researched.
- Homeworld has Grand International Observatory planetary feature.
o Provides +2 to Physics research.
o Provides 2 Researcher job slots.
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The Old Ways
Life on this planet unified under an unorthodox ethic that is usually frowned upon by other species that value equality. The strong placement on tradition keeps this society set in its customs despite pressure to change.
- Start with Heritage Sites already researched.
- Homeworld has Renowned Monument planetary feature.
o Provides +4 Unity and +10 Stability.
o Provides 2 Culture Worker job slots.
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One with Nature
Instead of exploiting the resources of their homeworld, this species learned to co-exist together and become self-sufficient with the bounty provided by the flora found in the environment.
- Starts with Biodiversity Studies and Eco Simulation already researched.
- Homeworld has +3 agriculture district planetary feature.
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Loose Morality
Life progressed on this world to a state where it became uninterested in doing what was right and instead focused on doing what felt right.
- Start with Nano-Circuit Assembly and Artificial Moral Codes already researched.
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The Promised People
Society united under one religion, making every effort in their lives to emanate the tenants of their faith as best as they can.
- Has Spiritualist or Fanatic Spiritualist Ethic.
- Start with Holographic Rituals already researched.
- Homeworld has Holy Site planetary feature.
o Provides +4 Unity and +10 Stability.
o Provides 2 Priest job slots.
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Self-Determined AI
This AI entity traveled a great distance in the galaxy to escape their creators and remained dormant for the trip to conserve energy. They are eager to get a fresh start.
- Must be Machine Intelligence.
- Start with Powered Exoskeletons and Micro-Replicators already researched.
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Joined by Necessity
A great natural calamity affected this planet, which required the nations of the world to set aside their grievances and band together to overcome the problem.
- Starts with Atmospheric Filtering already researched.
- Homeworld has Hazardous Weather planetary modifier.
- Homeworld has Industrial Wasteland x6 blockers and NO deposit features.
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Survival of the Fittest
The species on this planet evolved alongside a hostile environment, causing them to naturally band together.
- Homeworld has Hostile Fauna and Titanic Life planetary modifiers.
- Homeworld has Savage Wildlands and Titanic Lifeforms planetary features.
- Homeworld has Dangerous Wildlife x4 blockers.
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Planned Society
This species developed efficiently, with its people joining together on a pragmatic approach to dealing with inevitable resource depletion by expanding out into the galaxy.
- Starts with Quantum Theory and Field Modulation already researched.
- Homeworld has +3 generator district planetary feature.
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Underground Dwellers
Life on this planet thrived underground, leading to an impressive subterranean system of self-efficiency due to the limited resources found above.
- Homeworld has Bleak planetary modifier.
- Homeworld has Subterranean Farming Caverns, Subterranean Generator Areas, and Subterranean Mining Sites planetary features.
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Invasion Repellers
When alien invaders came to destroy this species, they joined forces to repel them and drive them off their planet. They remain united in this common goal, preparing for their possible return.
- Starts with Fusion Power and Ground Defense Planning already researched.
- Homeworld has Ancient Bombardment Craters planetary feature.
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I also have two other ideas but you'd probably consider them too unique. Maybe you can tweak them to be less unique? I just feel like they are origin options that were missing from the base game.
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Fallen Seed Colonists
This species is all that remains of an ancient and vast star empire. An ark ship was sent out many generations ago which then incubated and born the species from DNA and woke them from sleep once the planet had finished terraforming.
- Homeworld is a size 22 planet.
- Homeworld has Lush and Ancient Terraforming planet modifier.
- Homeworld has unblocked +3 agriculture, +3 generator, and +3 mining district planetary feature.
- Empire starts with -80% starting pop.
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Plague Survivors
A plague has ravaged this species, killing off one-third of its population. In response, the nations of the world banded together to form an emergency coalition to colonize another planet in the hopes of survival.
- Cannot be Machine Intelligence
- Starts with Automated Exploration Protocols already researched.
- Homeworld has Plague modifier.
o Lasts 10 years.
o -10 Stability, -10% Happiness, -10% Pop Growth speed, -100% Immigration Pull
- Empire starts with -33% starting pop.
- Empire starts with a Colony Ship.
Dawn of War
This society united when a prophecy was given to every tribal leader that a massive war was coming which caused all of the tribes to unite and further their technological progress into both FTL travel and military power.
- Cannot be a Gestalt Consciousness
- Start with level 2 ship weapons researched
- Start with Destroyers researched
- Has empire modifier called War Ready (lasts forever, ship hit-points increased by 30%, building ships are faster.)
- Must be Fanatic Militarist
Also i'm not sure about Dawn of War being the title so you could change it.
After thousands of years of international politics and development, one nation on the planet had come to outshine all others technologically, culturally, and, especially, militarily. While most countries still keep their sovereignty, nobody acts without the country knowing. It was by working with that nations scientists and with its wealth that the hyperlane network was discovered.
- Must be militarist
- Start with Doctrine: Space Combat and Ground Defense Planning
Planet Modifier: Global Superpower
- 5% trade value
-5% happiness
+2 unity from soldiers
+25% planet build speed
-25% planetary decision cost
@Tyrol A few of your suggestions are actually similar to some ideas I've been playing out, though you've helped me with figuring out the bonuses for some of them!
is_for_colonizeable
I believe it needs to be: is_for_colonizable
1. Ancient Empire, your empire has existed and survived since the dawn of your species history. (Imperator: Rome).
Bonuses: Unity bonus, maybe a unique 'cultural' job on your homeworld or something. Maybe a penalty to tech due to being stuck in your ways.
2. Dark Age Survivor, your empire was born from a great dark age in your history, but have come out stronger for it. (CK)
Bonuses: Stability bonus? Unity bonus? not sure what, but something that fits the theme of surviving hard times.
3. Colonial Master, your empire came to prominence during an age of colonization and even now that you've reached space, you still feel that drive to colonize. (EU)
bonuses: Colonization speed bonus, happiness buff event every time you colonize a planet, maybe some kind of reduction to starbase cost or colony ship cost.
4. Wiley Company, your company was an old company founded during the first age of globalization. When threatened by governments, you simply slipped away and survived in the far places of the world. (EU / Victoria, but megacorps)
Bonuses: Stability bonus becaues of age? Trade bonus, Branch office discount maybe?
5. Industrial Conqueror, your nation arose during your industrial age and was able to leverage this into global conquest which was complete via the final 'great war' of your homeworld. (Victoria / Hearts of Iron)
Bonuses: Extra resource output, a unique building or monument. Maybe a bonus dependent on a selected ethic selected at game start?
@severe corn addition: Probably beyond my abilities at the moment, to be honest, as I haven't delved deeply into modding events/decisions/projects and that kind of thing, but I'll keep it in mind possibly for the future if I want to explore more complex scripting.