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There will be content update for 1.5 and 1.6 tho
My colony of 65 years went through about 800 offspring.
The campaign took me 3 weeks to set up and almost a full year to play.
I started with one pawn with the Puppeteer Psycasts and the Incorporate ability.
Loss condition was to either have him die with no other body to jump to or the colony
losing its last pawn with Incorporate.
Fertility for ageless pawns was aroung 5%.
Animal to archotech with "Arcane technology", "Research reinvented"
and "Early times" and 0 technologies researched.
Main enemy in the midgame were the N4 from Void.
I believe i had a 2.3 multiplier for the growth and 2 per level base.
Level 1->2 took 2 stones. Level 9 was reached with around 2300 total.
This allowed children to get to level 4 quickly, without costing the long-term pawns too much progress.
If you want some more info i dont mind having a private conversation.
But be prepared to see some mods that most people arent going to use.
Also i made her deathless and Nonsenece with the gen of Sterile and exotic organism (This gene makes she the only one of her kind) Any sugestions you had the better!
so they are less likely to pass on.
Increase the bloodstones needed for higher levels. I found ~2500 to level 9
a good balance for ageless pawns.
Decrease the lifespawn bonus from +170% to something more resonable.
In my 1.4 generations playthrough the Revia were one of the better Xenotypes used
but only one of many. My best pawns had their genes mixed in with lots of others.
Some of those Xenotypes came from mods not found on Steam.
I would recommend using a mod that gives all Genes 0 metabolic effect.
BLOOD FOR THE BLOOD GOD. SKULLS FOR THE SKULL THRONE
BURN MAIM KILL
HAIL KHORNE. (Sorry i am a big fan of khorne)
or gene editing
like a quest or something to gain the blessing of Skarne?
At least for now I'm planning to add Revia path for Vanilla Expanded Psycasts and rework rituals (make them Ideology-like if it's possible).
I'll think about your idea, thanks
Since 1.5 you do not need it anymore
Both animation mods works fine with this version (If you using Revia FA from Vinzero just ignore error messages) - I'm playing with them rn.