Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Woudn't mind at all if they actually made one expansion all about settling some remote systems with volunteers and setting up a new nation or something. Resource procurement and stuff like that to justify a massive base network.
Why not make a mod that does that with the ecs constant as the new colony you oversee?
Also worth noting it was only the old guard guy who wanted to proceed with the crusade, the rest seemed ok, or even pleased to avoid it, he likely knew of the super-phantom plot, just as that other house knew of (& enabled) the zealots.... Thats why I chose the merchant house to be speaker, let The People enjoy some collaboration, economic abundance, adventure, & potentially liberate themselves from the theocratic technocrat dictatorship that they've fallen into & damn near wiped them out.