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
Add ascensions? Add traits? For me? For AI ?
Seriously i mean i know now how it does it but i dont know neither what or who is the target ;p
As far as i understand and judging by comments i assume it adds a new mid-game threat and ~9 civics for player and that is all it does.
I would be thankful to some kind soul to tell me if this mod adds new interesting ascension paths to create new unique empires?
Another suggestion would be to do a bit more with the new material you added (exotic matter), it seems like it could be real awesome but feels a bit lackluster atm.
Personally I'd try and make some techs which require an Empyreal civic to be ran by the empire in question, but by doing these techs you can get some nice bonusses to districts (via planetary decision I'd say), ship components and other stuff. Possibly even adding extra slots to the various ship sections. And the cost? exotic matter in upkeep bus also in the building.
To me it would seem like it would give an even more powerful reason to choose Empyreal Ascension.