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The archonexus steps take all your colonies and you really only get to keep what you're used to plus up to five animals, which can be really good if you take some breeding pairs of boomalopes for example.
This is intended as kind of a new game+ but if you're unhappy with it there is nothing stopping you from just giving yourself whatever you feel appropriate via dev mode.
EDIT maybe more than just people. lol
There's mods with cheesy ways to get around this, but then you might as well reread the above.
If nothing else, it's probably worth it to mention, for anyone else who might be exploring this quest for the first time, that:
- your research is reset to base, standard new game levels....meaning your sanguophage start will lose deathrest, and your mechanitor start will lose mech and microelectronics. Not sure what it does to a Tribal start though.
- You AUTOMATICALLY carry over items in your health tab (such as mechlinks, mech gestation processors, bionics, archotech limbs, etc.), and your worn clothes/jacket/armor. You do NOT carry over your weapon (unless chosen as one of your items) or your accessory (shield belt, smokepop, etc.)
- You don't get "settlement" warnings when choosing a new location (so no relation penalty warnings for settling too near someone, or acidic smog warnings for being too near pollution). I settled next to a polluted tile, and I didn't get the acidic smog warning/confirmation, but it does show up on my map.
- you can carry over 1 relic, but If you change ideoligions, the relic doesn't do anything positive. Additionally, "losing" the relic gives a significant mood penalty to your colonists for 30 days even though they are no longer members of that ideoligion. I carried over a relic from my first base to my second, intending to sell it for some startup cash. Swapped to a new ideoligion with new relics. I sold the relic to a nearby town, but about half a year later, when their inventory reset, I got a "lost relic" message and a 30 day mood penalty!
Preparation is key ;)
It's fun actually. You get to play at least 3 colonies in a single playthrough. I enjoyed it so much I've done it twice now.
You get to pring a number of pack animals along also! So get yourself 5 elephants, pack them up with your accessories and minified gear or whatnot, and bring everything they can carry with you!
I am also on the second part of nexus after bringing 5 modded pawns and 5 elephants worth of stuff last time realized I can bring a bunch ofertalized embryos with me to jump start the new colony!
But, yup on the second run.
I think I am gonna do the royal launch this time, just so I can get all the endings in one playthrough!
Pack animals keep their load?
That seems unintended with how restrictive the rest is, but good thinking.
But does seem to be a way to keep more things, which I think was what the OP was asking for tips about.
I just started a caravan before I accepted the quest and it seemed to work. I included all of the people and all of the animals that I wanted to take with me in the caravan and moved them right outside of my colony. Pack up the animals with everything you wanna take with you.
Then right before they leave the map, accept the quest. The animals will still be packed up so when you select to bring them, they will have all the stuff they are carrying.
Not sure if it always works or if it is a combination of specific bugs or combination of mods that causes it, but I have seen people do similar things with vanilla playthroughs.