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Codominant Evolution, Presentient Cousins, Undesirables, Rogue Planet and Nuclear Mutation seem to more or less work with only a few minor changes needed.
Ecumenopolis needed a few minor tweaks to its code but I got it to work. These where due to the changes in alloy/consumer goods system. I also had to forbid hive minds from using this start to make it work properly.
Hive world seems to work, further testing needed however.
Elder Brother has been fixed, in the current alpha stage of 3.0 each pre-ftl civ is now its own species. I had to rework this origin but it seems to properly function now.
Narrow Escape has some minor glitches that need fixed.
Escaped slaves and the enlightened origin are both completely and totally broken. These two are going to be the big issue if I ever manage to finish an update.
Have a great day!
I've made the following changes to the Ecumenopolis World origin
The Ecumenopolis now starts with 2 city districts and no other districts built.
The Arcane generator no longer gives flat energy, minerals, and food.
The Arcane generator will now provide mining, energy, and farming jobs.
If you are a machine empire or a hive mind the arcane generator will provide appropriate hive mind starting jobs.
The Arcane generator will provide free upkeep for the first Foundry, Industrial, and Leisure districts built.
This patch can be found here .
This patch also works with Ethics and Civics Alternative.
Eldest Sibling
Based on the cut origin, this origin spawns 2 primitive empires of your empires species on your 2 guaranteed habitable worlds.
Narrow Escape
Designed to be a harder origin. The apocalypse has hit your empires homeworld. Its up to your small colony with only 2 pops to carry on your empires name.
Rogue Planet
Geocentric theory was correct for these guys. You start out on a rogue planet with limited system resources and no habitable worlds nearby.
The absolute ideal would be Shattered Ring with the primitives of my choice on one of the two guaranteed habitable worlds.
Having them in the same system would be sweet too, maybe on a smaller moon off the primary.
V1.1
- Pre-Sentient cousins origin has been renamed to Pre-Sapient Cousins. To better reflect in game tooltips.
The following changes have been made to the esacped slave origin.
- Your starter species will now spawn on your homeworld if you pick the escaped slave origin.
- Added the "Reclaimed Homeworld" modifer to starting world. Reclaimed homeworld buffs pop growth, immigration attraction, and happiness.
- Changed how the Xenophobic slaver empire spawns. They should now spawn near other empires less often.
- Changed some coding behind the scenes to reduce spaghetti code.
Other than that, this is a really good mod.
I know that there are graphical glitches at occur during the empire creation. Though from my testing they go away after the game loads.
You get an Ecumenopolis World but the society has been in decline, think Nar Shadaa in Star Wars. The people have everything they could ever need but they want more. Greedy gangs, + crime, slavery is required.
All leaders spawn with criminal traits.
events to bring the crimelord bosses to heel, as different ones rise etc.
Archeology site to discover that at one time the world was entirely different - a galactic senate was housed here and the people were a shining democracy/meritocracy/technocacy with egaliarian. Event to radically shift the culture and remove the crime - but only after a civil war with the overlords.