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Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.
You can also set "supported_version=v3.*" to avoid updating it for every minor version.
I've also reported this as a bug but so far no fix.
Updating current mod content for game updates only. I'm not developing/implementing new features.
- like on earth, world wars will happen with a faction of opposing ethics of your civ attempting to control the planet like in WW2, on defeat some experimental technologies or research bonus are given to you
- technological catalyser, with result of advancement of science, rise of commercial flight, industrial expansion etc, but guarantees that it leads to enviromental problems
- the cold war begins with 2 or more powers begin influence on world, causing an espionage war and advancements on science, its likely a war happens if player makes decisions poorly
- planetary catastrophe, with approach of an asteroid your civ will begin rushing rocketry science to take it down or will transform your world into a tomb world and kill part of population
- overcrowd, with increase on population the planet begins taking bad effects from extreme urban expansion, which can or not lead to transformation of planet into a ecumenopolis
- Xenophiles wouldnt get so crazy about they aren't alone on universe
- Pacifists are unlikely to get into a nuclear war
- Xenophobes could unifiy into global government or one of nations lead an armada of ships when contacted
- Materialists bonus on getting the FTL faster, possibly getting minor events about space research
- Spiritualists idk send ships to space or smth to find god
- Authoritarian likely become into george orwell's 1984 depending on player decisions
- egalitarian idk
If you win the war, you are given a modifier for the rest of the game 'We fought the heavens'
. A special monument is also built. 'Planetary Salvation Memorial' that counts as unity and amenities for the rest of the game. Later there can be a special bonus event where you can invite visitors to see the monument and remember your glory.
+10% morale bonus always as defending armies and relations bonus with all Pre FTL societies,
INTER STELLAR ASCENSION
Defeating the alien invader automatically finishes FTL progress, if alien invasion never happens there is still a special event when the technology is found. Finding FTL comes with a special building 'Interstellar Exploration Museum' And comes with unity bonus (but less than defeating the invasion). Stability also gets 20 year bonus.
You get a scientist with special trait 'first explorer' put him in your science ship and he will be honored by your civilization forever more.
1. Develop a secret weapon that can cause invading ships to be destroyed on impact (this weapon can only be used during the war). Once weapon is used the aliens will leave and the war is over.
2. 'Unleash AI'
For a smaller cost than secret weapon you can build a robot army to fight the invaders, creating a new robot species that looks like the player species. The scripted robot army will vanish when war is over (for now).
The catch? There is 33% chance the AI species will perform an uprising against you and will invade your planet, usually their size will be 25% smaller than your regular army but if AI wins you become an AI civilization and then decide what to do with organics based on normal game play conditions
The AI civ that chooses war get a scripted invasion, (10-60 ships) and a range of 20-40 invading army groups. If the ground invasion is defeated the war ends, however if players think their army is not strong enough they can resort to special measures
Finally if aliens show up, this triggers 'crisis mode' but crisis mode differs based on who is coming. The first civ that comes can decide to 'ignore, befriend, or fight. A civ that ignores or befriends you will still cause chaos on planet (people realize they are not a lone). However in both cases there can be an spy story line where you can take their technology for yourself. An AI that becomes your friend will gift some techs in exchange for 50% resources from your solar system for 10 years.
Part I
TYPE 1 TRANSITION CRISIS
For one, we can think of ideologies that would oppose space exploration or force you to go about exploration the way 'they want'. The first contact protocols can be pushed back to when your civilization first makes a ship. Militarists will perform a coup demanding you enact aggressive first protocols. Refusal can lead to a nuclear war (that changes your species and turns planet into tomb world) or rebellion where you lose power, but you maybe be able to bribe such forces into standing down. Environmental disasters spawn the closer you get to FTL technology showing the painful transition into a TYPE I civilization.
does the mod also affect primitive civilizations once they finish the early space era?
Primarily, it's just an idea for single-player campaigns as the technology takes over 40-60 years to show up despite researching required techs.
That is just so super kind! Thank you for doing that, I really appreciate it. THANK YOU.
Eager Explorers is a bit broken with this mod. If you select/create an empire with that perk, you not only start with subspace drives (which is fine imo, think of it as an actual eager explorers), you also start with normal FTL as an available research option. I'm opting to keep it now for role-play reasons. Maybe you want a specific empire to start the game with a headstart, but not all AI for example.
And it can take more than 100 years for sure. There are some research pre-requisites that if you don't research, will never allow you to research FTL tech. They are in discussions under spoilers if you wanna look them up. If you know what they are, and pick them the first couple of times they come up, you should be able to research FTL in under 100 years. RNG could mess that up too tho, I suppose.
With the Eager Explorer perk, do you start with subspace drives or do you have to research it using this mod?
Also, I wasn't certain if it was normal but it took me more than a hundred years in order to start colonizing other systems. I was curious if this was intended, and if advanced start effects whether AI players start with it or not.
Are the AI that spawn at the beginning of the game eventually reaching the tech? Or is it just FTL empires younger than 100 years not reaching the tech level yet. If they aren't getting there ever, it might be a modlist issue. One fix there might be having this mod as low as possible on your list.
Any ideas what might be the cause or what I can do to fix it?
both as an extra challenge and so the AI doesn't get stuck
Will do soon. Currently engaged in an interstate move and will do so as soon as my PC is set up at the new place. Might be a few more weeks
1 easy change and that's it.
In the zPreFTL_phys_tech.txt file, remove the "modifier = { factor = 0 is_ai = 0 }" part from the hyperdrive tech defs and they will research the tech just fine.
Much appreciated!
Glad you like it! I was 100% going for rp heavy xD I was originally going to have a "testing" mod where I sent all the updates, and a "stable" version, but it was too much for such a small mod xD
And fixed. The science ships don't use utility slots for Cloaking devices, it's considered an "aura", so can be found along the right side of the ship designer. Not sure if it was there before, but updated a few lines in the mod, and I can see it now from my end. Lemme know if that fixed it :)
Just one issue I found: Although we are able to design each ship type from the beginning with this mod, since science ships don't allow for utility slots we aren't able to use cloaking devices. Could you fix this, please? You could also add them to other ship types, though only if you see fit.