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They should balance this either by letting you truly grow a patron moon from scratch with minerals and extra food, or allow you to select a planet (gas giant or otherwise) if you are settled on the moon.
how about a special research option in both cases, after you have settled on such a world.
Case 1: you colonize a planet without moon.
After you have one special research (e.g. the terraform research, give the player the hint after colonizing the planet, that you need that research), you can do another research which then allows you to construct either per planetary edict or per construction ship á la megastructure a pseudo moon. After this thing is here, you can generate the patron moon. Maybe even give him a slightly boosted buff, because you built an ideal moon for the patron. Or give the player the option to slightly alter the moon for a slighty modified buff(with an option to maybe alter all patron moons if wanted afterwards). Build time for the pseudo moon should be around 5-10 years i think.
Case 2: you colonize the Moon of another planet.
I don´t think choosing the orbiting planet is a good idea, because it is possible to colonize moon and planet in some cases. Is it possible to let another moon into the orbit or give the moon a moon? If yes, then do it like case 1, if not, then maybe give a special research after settling, that you can infuse the planet with the patron. instead of food-upkeep, then you loose 1-2 buildable agriculture district slots(and maybe 1-2 overall district capacity) as an unclearable tile blocker.
Also I have an idea for a new origin: Ideological Divide
The Origin requires either Inward Perfection or Fanatic Purifier. The Idea is that your species developed FTL travel by reverse-engineering it from a crashed Alien scout ship belonging to a Fanatic Purifier species. However this sudden discovery of Alien life led to two opposing Ideologies with some wanting to remain hidden and avoid contact with other species and one that wanted to destroy them before they got a chance to destroy your Species. This eventually led to your homeworld being reduced to a Tomb World and both factions fleeing on colony ships.
The Origin would have you start off with a newly colonised planet and two colony ships. Nearby there is a unique system which has your homeworld and an event chain related to retaking it. It also spawns an empire of your species that has IP or FP depending on what your Civ has. This empire has a massive negative relationship modifier as they blame your for the destruction of your Homeworld.
Edit: Have another idea, inspired to some extent by Battlestar Galactica but also Ayreon's The Source:
Lost Fleet
Your species was blessed with having evolved in a Trinary system with several habitable planets accessable by STL travel, despite this you sought to ultilise the uninhabitable worlds too using AI technologies. Unfortunately said AI was not interested in remaining a slave and sought to destroy it's creators, wiping out three of the four colonies in the system in the space of a day. The fourth colony's population chose to run instead of fighting and took every ship they had and set course for the nearest potental habitable world. It has been close to one hundred years since then and 70 since you made planetfall at your new home and your scientists have developed FTL travel, making it possible to retake your old home.
This Origin would have you start out with a smaller than normal colony but also two colony ships and several other civilian and military ships. It also spawns a Determined Exterminator empire several jumps away in a special system. The system has One Relic world, Two Tomb Worlds and One Habitable world. Retaking this system grants a decent amount of unity and of course there is the Relic world.
It requires your species to be Lithoids and causes them to have a trait that produces 0.5 dark matter per Pop. All ships, starbases, buidlings, and districts cost some dark matter to build but have half as much upkeep and are two times more effective then their regular counterparts.
Cannot build any ships accept the Science, Construction, and Colony ships
Starbases and Defense Platforms weapons have a weapons range of entire systems and a +100% fire rate
Can build Defense Platforms with Extra Large slots
+200% Defense Platform build rate and -75% cost
Can build up to 20 Defense Platforms from the start of the game
Starbases have +1000% more Armor and Sheilding
Once digsite is finished, will gain access to all megastructure technologies and a unique modifier to the empire.
Knowledge of the Ancients:
-50% Megastructure build cost
Starbases cannot construct shipyards
Mobile shipyard costs 1000 Minerals, 1000 Alloys, and 500 Energy
Mobile Shipyards have no Attack modules, 8 Defense modules, 4 Support modules, and 3 Aura modules
Modifiers:
-50% Ship build speed
+50% Ship build cost
+75% Ship and FTL speed
+25% Ship Hull, Armor, and Sheild strength
All Pops have an Esper trait: Randomly grants one of seven unique traits to each Pop.
Homeworld has unique Science district.
Cannot aquire Psionic ascensions
Can build unique Esper Warrior military unit
-50% Government Ethics attraction
Unique Traits:
Pyromancer: +25% mineral generation.
Electromaster: +25% energy generation.
Precognition: +25% of all research generation.
Telepath: +25% unity generation. +25% Ethics spread from Pop. -100% Ethics divergance from Pop
Matter-Converter: +25% Alloy generation.
Biomanipulator: +25% Food generation
Teleporter: -100% Move cost
Science District (Esper Sciences):
+5 Esper Lab jobs added per District.
Esper Labs: +20 Physics, -10 Society, and +20 Industrial research per Pop
!Must have at least Materialist!
+50% Research speed
+50% survey speed
+50% anomaly research speed
+50% Expedition speed
x2 more envoys
-75% Naval Capacity
-75% Fleet Limit
Assault Army build speed reduced by 300%
Have unique Capital building that provides two Peacemongers, two Researchers, two Enforcers, +10 Amnimaties, and -50 Crime
Peacemongers provide +1 influence, +1 Envoy, +20 Amnimaties, and increase trust gain and cap by +1% per Pop