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1. Spawning Pools
Based on the ideas of the Seraphon/Lizardmen from Warhammer, spawning pools could be used by empires following the biological ascension path to do things as: create armies of unlimited number independent of current empire population (similar to cloning; bonuses and maluses would need to be thought on to make the mechanic usable and not pointless XD ), creation of pops of extant species within an empire (perhaps in a shorter length of time than traditional pops could grow), and, if you are feeling up to it, perhaps the creation and production of entirely new species from spawning pools that can be tailored by the creating empire at will. Similar to the way the Old Ones of Warhammer created the Seraphon, the empire that masters spawning pool tech could create populations and armies on an industrial-scale and give races and players that want to play the "all-powerful-creator-race-with-legions-of-servants" play-style a few mechanics to play with. There could be a system similar to the Blessed Spawnings of the Lizardmen from Warhammer where certain groups or populations from spawning pools are given a certain percent chance to become a "Blessed Spawning," and can receive a random beneficial trait. The number of Blessed Spawnings would have a higher upkeep than the usual pop or army but would have enough bonuses to make the higher upkeep worth it.
2. Romance Events between leaders/Basic Life Events
This is more of a vague thing, but, the general idea is that there could perhaps be a large number of relationships between the leaders in an empire that affect the gameplay or add to the story that the player is creating. There could be small and big events that affect or afflict the nations at play. Ruling dynasties and imperial governments could have problems with other noble houses living within the empire, they could have hatred and duels within their own borders . . . all manner of different things. Perhaps it might need more narrowing down, but, the freedom of imagination would be quite large.
Just a pair of ideas, but, you might enjoy them.
Thank you kindly for your time.
First things first as i was actually trying to find someone to do this...are you any good at making patches of other mods or working two larger mods together?
Second for an actual idea xD...i've been wanting to see someone come up with new leviathans. I have yet to see any new leviathan class enemies being made or even thought of. It would be awesome to see some custom stuff
Start with a unique Archeological Digsite on your Homeworld. (Digsite will be a Level 6 difficulty)
Once digsite is finished, will gain access to all megastructure technologies (If possible some or all Gigustructure technologies too) and a unique modifier to the empire.
Knowledge of the Ancients:
-50% Megastructure build cost
-50% Megastructure build time
Civ starts with the ability to build Gateways and one L-Gate insight already unlocked
Modifiers:
-75% Gateway build time
-50% Gateway build cost
All Pops gain +10% Happiness when within a system that has a Gateway
+5 Stability on Planets in a system with a Gateway
+100% more Trade Value from systems with a Gateway
Pops have a -50% Administrative Capacity impact on Planets that are in systems with a Gateway
Systems (and the colonized planets within them) with a Gateway use up no administrative capacity
+75% FTL chargeup time for all Military vessels
-50% Trade Value from systems without a Gateway
-20% Happiness from Pops in a system without a Gateway
-10 Stability on Planets in systems without a Gateway
Pops use up 100% more administrative capacity on Planets without a Gateway in the same system
Each system that does not have a Gateway uses up 2 Administrative Capacity rather than 1
Colonized worlds without a local Gateway use up 2 Administrative Capacity
Can build Mobile shipyards
Cannot upgrade outposts to Starbases (x0 Stabase Capacity)
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
!Must have Extreme Pacifist!
!Must have at least Materialist!
+100% Survey speed
+100% Anomaly research speed
+100% Expedition speed
+100% Research Station output
Researchers produce a +1% boost to all monthly resources
-75% Naval Capacity
-75% Fleet Limit
Assault Army build speed reduced by 300%
Gain a Peacemonger every 10 Pops
Peacemongers provide +1 influence, +1 Envoy, and (+100% Pacifist) (+50% Materalist) Ethics attraction
!Must have Extreme Pacifist Ehtic!
Cannot build any ships accept the Science, Construction, and Colony ships
x3 Starbase Capacity
Can build Military Mining Stations and Military Research Stations
Can build Planetary Defense Stations
Can build up to 25 Defense Platforms from the start of the game
Starbases and Defense Platforms have a x100 weapons range modifier
Will immediately gain the next Starbase tier technology as a research option after researching the one before it
Military Mining Stations (Costs 200 Minerals):
6 Defense slots (Evenly divide between armor and sheilds)
4 Missile slots
2 Artillary slots
x10 Missile range
Military Research Stations (Costs 200 Minerals):
6 Defense slots (Evenly divide between armor and sheilds)
4 Strikecraft slots
2 Artillary slots
x10 Strikecraft range
Planetary Defense Station (Cost 1000 Alloys):
20 Defense slots (Evenly divide between armor and sheilds)
4 Strikecraft slots
4 Missile slots
4 Large Kinetic weapons
4 Large Energy weapons
4 Artillary slots
Has a x5 weapons range modifier
Can only be built over Colonized worlds and Colonizable Megastructures
!Must be Extreme Xenophobe!
!Must be Pacifists!
Cannot Enslave Pops
Cannot Purge Pops
Cannot form Migration treaties
Cannot form Federations
Can only have Defensive Wars
Borders cannot be opened and will always be closed to other races
-25% border penalty
+75% Trust growth rate
-25% system influence cost
+25% Ship Fire Rate during Defensive War
+200 to Trust Cap
Homeworld has the Parallel Reality Anomaly
Gain a +100% research speed until Anomaly closes
Alternate Reality Pops are currently evacuating to your reality
Gain extra Pop every time you gain a Pop
When Parallel Reality Anomaly closes, you stop gaining an extra Pop
Gain Warp Researcher job for every 5 Pops on a Planet
Warp Researcher:
Grants +10 Physics research
Gain a chance to get a unique "Warp Drive" tech
Chance to gain the tech is rolled for every month
Increases tech gain chance by 5% for every Warp Researcher you have
Lose Warp Researcher when either Tech is gained or Alternate Reality Anomaly ends
Warp Drive:
-100% Starlane FTL Chargeup time
Warp Drive has 45 day Chargeup time
Warp Drive has no recharge time
Ships can now travel to other nearby systems without needing to use a Starlane
Can Jump only one AU from current system (About the average distance a Starlane covers)
After 6 months, you gain 1% chance for the Parallel reality gap to permanantly close
Each successive half year adds another 1% chance to the portals closing (Up to 100% at 50 years after game start in which the portal closes)
!Must be at least Materialist!
!Must at least be Authoritarian!
Start with 5 Robot Pops and a Robot Assembly Plant on your Homeworld.
Will have another Biological Pop species with the Naturally Subserviant trait.
Your original Pops have the Natural Rulers Trait.
Naturally Subserviant Trait: Can only work Specilist jobs and will not have Leaders. +10% to Specilist jobs.
Natural Rulers Trait: +100% to Ruler jobs. +5 to Leader Level Cap. These Pops only appear as leaders or when a ruler job is left empty for 1 year
!Lithoids Only!
Gain Trait: Dark Matter Synthesis
Each Pop generates 0.04 Dark Matter
Start with 5 Black Holes in your starting solar system (All of them have Dark Matter deposites)
Start with the ability to mine Dark Matter.
Dark Matter techs will always be researchable.
Ships gain bonuses in systems with Black Holes. (Negates Black Hole system penalties)
!Must be Extreme Materialist!
Start with 15 Organic Pops and 5 Robotic Pops
The Organic Pops have a Mechanized World preference (which means they can only survive in artificial enviroments)
Begin with a Mechanized world (Size 20) (Start with 1 district)
Have no districts besides a unique Robot Factory District:
1.Adds 3 Robot Factory Jobs per district (Grants +1 Robot build speed per Factory Worker)
2.Engineering Research increased by 25% per district
3.Reduces Robot Factory upkeep by 5% per district
4.District build time: 730 (38 years to build all 19)
Positives:
Start on a size 25 world.
All Ascension Perk slots are unlocked.
All Megustructure technologies are unlocked.
All Terraforming technologies are unlocked.
All ship type techs are unlocked.
All 1st tier weapons techs are unlocked.
All Arcologies are unlocked.
+500% Megaustructure build speed.
+500% Mining and Research Station build speed.
+500% Outpost build speed.
+500% Ship, Starbase, and Starbase building build speed.
+500% Building and District build speed.
All Pops have the "Proficency of the Ancients" trait witch grants a +100% boost to all jobs.
Negatives:
Crisis can arrive as soon as 10 years after game start.
Can only have unique "Ancients" civic and no other. (Increases influence gain and Archeological dig site speed by +100%)
Cannot store or gain unity.
All other Empires gain the "Green with Envy" modifier to Diplomacy granting a -90% penalty to trust growth and -1000 penalty to relations
(Penalty shrinks as tech gap decreases) (Penalty also applies to Fallen Empires (Who never have the penalty decrease) and Entrapanures)