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Having Wonders interact with other mods is something I thought about before realizing I an not too sure how to do it... But in the future I will surely look at how those mods you suggested work and try to implement some crazy idea with them.
In fact, an interesting concept could be one that gives a world a decent bonus to habitability as well as some medical worker jobs or something like that, something that could allow sacrificing the ability to build another wonder (without the ascension perk, that is) and maybe even take away 2-3 district slots instead on a planet to allow it to be habitable, such as for Tomb Worlds or something. Something to kind of act like a "this planet will still be worse than my others since I'm not doing a full terraform, and this is costly, but it'll make a decent planet out of a terrible one."
Also, there's the potential for some wonders that are unique to specific planet types, such as some specific to only habitats, only ring worlds, etc.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1589823750
It produces many Clerk jobs, but I think the job is little more than unemployment measures (produce quite little). And I am not sure 40+ Pop planet needs Immigration pull.
Ts there any chance about reworking? I am thinking higher stratum office-job (like Administrator, Culture Worker, Bureaucrat and their quivalents) or bonus on Trade Value and Amenities would improve.
@FebHare My idea for the Space Elevator was to be the "generic" Wonder that anyone could build anywhere.
But, yes, it does seem like the weakest... thinking about update it with:
(-) 1 Merchant Job -> (+) 1 Merchant job per 50(?) pop
(-) Immigration pull -> (+) bonus to amenities (even makes it better to Gestalt)
Also there is an update coming to how immigration works in the base game, I am thinking of waiting until it is out to see how to handle that system in the space elevator.
@tenacity25 I have some ideas for "focused" wonders, that handle each resource (making one right now all about admin capacity and some diplo, just need to make it feel more special), the only thing I should be careful is with Alloys, because that can throw balance out of the window. I quite like the idea of messing with habitability, to decrease it for balance or increase it with other Wonders.
Some Wonders are tied to the planet type (mostly because of some misguided sense of symmetry), namely:
- Demetrius Fields are restricted to Wet, Gaia, Hive planets and Ringworlds (still on the fence about that last one);
- Helios Tower is restricted to Dry, Gaia, Hive and Machine planets;
- Erebus Project is restricted to Cold, Gaia, Hive and Machine planets;
I realize the description isn't very helpful right now, but will update it soon.
(Fanatical Materialist/Machine intelligence)
Ascention perk requirement: Technological Ascendency
Tech requirement: Interplanetary Research Initiative technology and Science Nexus to be unlocked as a Reaseach option which could be called "Tech Singularity" with flavor text for the tech
"We have reached the final threshhold of scientific supremacy, by dedicateing an entire landmass upon our worlds shall we achive even greater enlightenment"
name: Planetery Science Nexus or Enigma Engine
-1 max district
+25% reaseacher output on the planet
+10% to society, physics and engineering output on the planet
+15 Reaseachers (or 20 Calculators for Machine intelligence, since they don't have Science Directors)
+5 Science Directors
+1 Nexus/Enigma Operator +1 addional Operator for every 25 pop which gives: +1% reaseach speed, +1% Reaseacher output boost along and reduceing Crime/Deviancy by 10 pr. worker. they however take 10 energy pr. worker in upkeep along with the consumer goods cost of a Reaseacher pop job and food/mineral or energy upkeep of the species
i might have one for the Authoriterians as well but that could be for another time
thank you very much, but mostly the building is meant to be helping in turning Machine planets who are dedicated towards tech to have more stabillity insted of being destroyed by well deviancy which always happens. i might also have an idear for an Authoriterian sort of wonder which involves defensive armies and stabillity could function like a hyper version of of the nobles with alot of spaces if you got imperial and the whole aristocratic model. or a wonder for more millitery machines being
Titan Forge
+5 hunter killer drones
+10 warrior drones
+5 to foundry drones ( forgot their names but the drones who produce alloy)
50% cost reduction on army build cost
+100 to army experience
200% to army build speed
Unlocks the production of " War Titan"
War titan takes almost twice as long as a the colossal unit that you can reaseach but your limited to only having only 1 pr. forge, as these titans take alot of energy to upkeep but they devastate planets (perfect for exterminators)
The "Big Brother" job you unlock in the Panopticon after using the Panspectron Edict boots out and rapidly cycles through a pool of pops every in-game day. I have worlds with 5-6 Ruler Pops that are unemployed as a result.
@Reeon Wow, thanks for the report, still not familiar with jobs weight, think I copied something wrong, will try some numbers and release a hotfix soon.
EDIT: It was exactly that, I copied Enforcer jobs weight and they have increased weight for Enforcer jobs (to make them somewhat sticky) that I forgot to change, should be all good now. If there is something else, please let me know.