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Mega Indutrialization:
Corperate Civic
cannot use Criminal Sydricate civic
Must be some degree of Materialist
this government can trace its origins back to an intense industrial corperation that steadly rose to power once the world became polluted.
CANNOT BE ADDED OR REMOVED AFTER GAME START
Capital is a new planet class called "polluted world"
Changes governmet type to Industrial Corp (this government is a vast megacorp,whose governemt relies on intense industrial practices)
Habitability Cap:-80 for xenos
Can Build Planetary Production Supercomplex (+50% Miner,Technition,Artisan,Metalurgist output,75% pop growth reduction,gradually turns planets to Polluted worlds)
Can build unique holdings that provide the overlord with more goods but turn the subjects worlds to polluted worlds
Polluted Worlds:rocky world with a choking atmosphere of industrial pollution. its ecosystem is no longer intact. without speical genetics,biological life is inpossible. (uninhabitable for species without a speical trait)
Adds a new trait to the starting species called "Industrial" that allows inhabiting Polluted Worlds and rises artisan,miner,and metalurgist output by 100%
Opinion of empires with the enviromentalist civic is massively lowered and most dimlomatic actions are blocked other than rivalry,insults,declaring war,and sending envoys to harm relations
Endless Food:
Standard Civic (has a corperate version thats identical)
cannot be eglitarian
this system of government has the best food producers and consumers as its leaders
Starting Pops:+5 if added at game start
Pop Growth Speed:+25% (+30% if added after game start)
Pop Food Upkeep:+1000%
Pop Consumer Goods upkeep:-25%
Farmer Output:+100%
All Leaders have the Foodie trait (adds 25 food upkeep thats dobuled with level,but removes unity upkeep)
Leaders cost 500 Food to hire (+250 per level)
Starting ruler is level 10 and has a unique trait that makes his food upkeep 5000
Elections are not held regardless of government
blocks the democratic authorty
(not shown ingame) all leaders say in there distcription that they formerly were farmers
LOCKS OUT ALL ASENSIONS OTHER THAN CYBERNETIC!
Augmented Mind:
hive mind civic
this hive mind has turned to cybernetics to enhance there frail biological bodies. this allowed some drones to become entirely machine,and settle the moon that orbited the home nest. its now covered with machinery.
start with the organo-machine interfacing perk
Start with the World Shaper perk
Start with the Machine Worlds perk with a diffrent discricption
can still take the hive worlds perk though
can modifiy pops to become cyborgs to interface them with the mind like driven assimilator
Starting species has the cybernetic trait
Start with the entire Cybernetics tradition tree unlocked!
Moon of homeworld is a machine world with 5 Mechanical pops
cannot use Single Star II system type because it makes the planet a moon orbiting a gas planet and having a sub-moon is weird
Can sustain Mechancial Pops dispite being a hive mind
Home System planets are all teraforming candidates but they can only be teraformed into machine worlds
starting species can inhabit machine worlds (not shown ingame)
CANNOT BE ADDED OR REMOVED AFTER GAME START!
Nuclear Dupendancy:
standard civic (has coperate version)
this species (coperate version says megacorop) has used Nuclear Reactors before the Steam Engine,and there Industrial infrastructure now relines on nuclear electricity. they discovered uranium far earlier than most.
Replaces technitions with Nuclear laborers.
Nuclear laborers produce energy but reduce habitability cap,Pop Growth Speed,and Happiness.
Replaces Energy Grid with Nuclear Power Plants and a world can have many copies of it
Nuclear Power Plants produce more energy creadits than most energy buildings,but gradually turn planets into Tomb Worlds. this process is sped up the more there are
Cannot Resarch the Fusion Power Tech
Fission reactors produce as much power as a Zero-Point reactor
Adds the Tomb World Prefrance trait
Start on a Tomb World.
Replaces Generator Districts with Nuclear Districts (optional in your mod)
Nuclear Districts produce Nuclear laborer jobs. (can still use standard generator districts if its too much trobble to replace it)
homeworld starts with an extra industral wasteland blocker but with no Sprawling Slums blocker
CANNOT BE ADDED OR REMOVED AFTER GAME START!
REQIRES PLANETARY DIVERSITY-ASENSION WORLDS (does not need planet diversity,link at bottom of civc)
Mineraliszation:
Standard Civic (has identical coperate version)
This empire has advanced mining industires,and this has had a profoune inpact on how they approach planetary ecosystems.
Minerals From Jobs:+1000%
Start on a Stripmine
Home System Planets are all Colonized stripmines
Replaces Miners with Stripminers
Stripminers produce more Minerals then standard miners but also reduce habitability
Cannot use the Core Tap or Agriworld Superprojects
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3241119393&searchtext=Planetary++Diversity
Toxic Spawning Pools:
This Hive Mind uses toxic spawning agents,and it is very good at producing great numbers of drones in a short time frame. this process is highly distructive to the local enviroment.
HIVE MIND Civic
Can Build Toxic Spawning Pools building
Each Toxic Spawner Drone Grants:
Monthly Organic Pop assembly:+5 Per Industrial District
Habitability:-5% per industrial district
i know this looks like a modified version of the Permiation Pools civic,but i dont see it due to a mod confilct or some other error. adding this wuold fix the issue.
Unfortunately most, if not all of them, would require extensive overwrites, which is not something I am willing to do.
I do appreciate that you have taken your time to write and share these ideas though!
thanks for that. what sort of files might need to be overwrited? and dont go too much into the technical side of things,not good at programing
Any new planet types that are restricted to species with a specific trait or other feature requires an overwrite of game rules (Mega Industrialization)
Removing diplomatic options between two empires for whatever reason requires an overwrite of many things (Mega Industrialization)
Locking ascension paths requires overwrites of said ascension path (Augmented Mind)
Changing what types of pops can live in an empire requires overwrites. Not sure where, but certainly a "big" overwrite, which WILL mess with some other big mods (Augmented Mind)
Changing what jobs buildings or districts grant requires overwrites the district (Nuclear Dupendancy)
Same with replacing districts with a new type, which requires overwriting district_sets.
Adding modifiers to districts are impossible without overwrites (Or some very creative loopholes), and adding organic pop assembly is a hassle to work with. (Toxic Spawning Pools)
Best place to look would be in the modding den. There's even a channel named mod-ideas.