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Interstellar travel will be largely as above. Allowing Gateways to be built depends largely on how easy they are to build. They are classified as a megastructure, so they're not going to be anything early. As far as Jump Drives/Psi Jump drives go, I'll likely leave them as default, but perhaps with a significantly longer delay. If they have left in the traditional "Warp" drive as something that can be used by mods, I may also allow use of that as a special technology. I'm not going to do too much thinking about that, since I doubt they've left it in an easily usable state.
Sensors will, as mentioned, be reduced to single-system visibility. They'll provide other bonuses, just like they normally do, but that's about it. The difference will be the Sensor Array, seeing as that's its entire purpose. I don't know if I'll let it keep galaxy-wide vision or not, but it'll definitely be a big boost.
In-System speed will likely not be touched. It would involve a lot of changes to things that I don't feel should be changed in this mods. Plus, it would mean mods that have done more and better alterations to ship combat would be incompatible.
Fleets and Stations:
Keeping fleets scattered about your territories is significantly more important when you have a slower-than-light empire. To that end, the easiest way to force AI to have more fleets is to lower the Fleet Command Limit. Without knowing what sort of numbers Cherryh will have, I can't say how I'll change this, but I'd like to see many small fleets. I also don't want to have to go and change every single thing that affects Fleet Command Limit, so I won't make them too small.
Starbases will have to be looked at. I want a station to be capable of being a significant deterrent. This depends largely on how fleets end up, but I'm expecting that they'll end up stronger than vanilla. The easiest way to do this will likely be to allow more of the defensive platforms that they can build. I'm also considering increasing the starbase capacity to allow more defenses to be built up.
Ground Combat:
Without seeing exact numbers, it's hard to say what I want to do with ground combat. But the re-work allows for significant flexibility.
Space Combat:
If I can swing it easily, I want to reduce the "Fleeing ship" possibility at the end of combat. I don't want to eliminate it, but ships can't simply "Emergency Jump" since FTL doesn't exist in this mod.
Galactic Terrain:
As it sits, Nebulas would not have any effect on STL since I already plan on reducing sensor range. I want to do something else with them, but I'm not sure what. Depending on how it interacts with the Sensor Array, I may leave the effect in, though.
A second concept that I had would be to make Black Holes inescapable, but without a way to tell the AI that they should be avoided, it would be super easy to lure AI fleets into a black hole and just let them sit there forever.
In Conclusion...
I have a few other vauge concepts and thoughts, but I want to see how the game actually works first. I wouldn't mind making a few new civics and/or traits that would fit.