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Haven't fiddled with it yet, so I'm talking out my butt here, but I wonder if it has something to do with opinion.
Well... you don't, not in the live version.
I do have a few tidbit to add from what I've immediately seen. This is a run down of everything I can notice changed.
The noxious trait is good for authoritarian but if you only have one species is actually really bad pick. gaming the minimum habitability not really worth considering the number of downsides. Syncretic evolution has enormous stability possibilities gaming authoritarian and political power. It biases having 10 or fewer of these pops to like 40 others with a world filled to district.
Overtuned is like running the shortlifespan of the clone army start when you max traits using them. Its possible to get a 'ludicrous' research boost to +40% if your willing to make leaders expensive dying. High potential for devastating multiplayer builds. However its limited to maxing things out as since their still limited by the number of picks. But they will on average be able to achieve higher % efficiencies with pops.
Have not played Knights of toxic god yet but from what I understand they offer increased ability to turn alloy into fleet capacity. Probably balanced but I know insane late game fleet sizes are going to happen.
Relentless industrialists are the ultimate civic if you can combat tombing your worlds. Goes well with fanatic militarist and national zeal. Destroy the world to destroy your enemy without destroying the planet. Using subterranean synergizes nice with it also.
Mutagenic spas are also really industrially useful, its the pop growth swap out for instead of getting more raw resource.
Scavenger pick from what I can tell further boosts the bonus of what you normally get from surveying wrecks. Haven't played but that's what it looks like.
Inorganic breath trait is not quite as good as lithoids special resource production but it does let you spend food instead for in comparison which generally has a better conversion from districts. Lithoids can actually stack this trait to make three times as much gas combo with the gaseous byproducts.
Lithoids can use crystallisation trait. Now they too can contribute to pop build speed based on number of pops along with the budding species. Crystallisation is currently able to also boost budding boosted species. May be prone to change in future updates.
Incubators trait is likely an industrialist benefiting trait for player that aren't looking to make packed worlds but medium full. Which normally is good enough anyway when considering pop slow.
This might explain how devs plan to allow ice and lava worlds to be converted also.
I've heard that to unlock the planet is through an event. Which would also make balancing sense. If thats the case its both locked behind a tech before you can start to get the possibility of getting the terraforming candidate.
fine i drop 20$ for the dlc, i hope i dont regret it ^_^
but video and forum seem to show than the dlc worth it, so i will take the risk
IMO the DLC also has one of the best ship sets too, so that is a big plus for me at least
You can't terraform all toxic planets, just the ones with that special tag
The sprawl reduction system they have is bit of bumer but otherwise good balance.
The monument building got 2 unity jobs added I have to say that makes me build them now