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Seikai no Sekai
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26.551 MB
Jun 13, 2017 @ 6:47am
Jun 20, 2017 @ 10:17am
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Seikai no Sekai

Here's Humankind Empire of Abh and the whole World of Seikai from Morioka's Seikai series.
Because the mod is very complex it's not likely to be compatible with others. Some cosmetic mods may be compatible at best.

In the original series Abh are blue-haired long-living space-dwelling genetically altered humans.
Mod is progressing along with my skill in modding and with my understanding of the whole system here. And when I have time to do all of it. My first rule is to not add something too time-consuming unless I'm sure it'll work right and is in synth with original. For example, I'm did not even try to add Abriel ears into my previous mod, because giving them to every leader was as wrong as limiting Abriels to leaders only. Therefore, I did not do it until “Synthetic Evolution” mechanics appeared.

FULL LIST OF FEATURES and future plans

Suggestions - what to do next?

Bug reports - write here if you've seen some strange behaviour of the mod

What Abh nations lack is a properly configurated AI. It's just a copy of default one which is not quite right for sure.

Actually, I understand that there a lot of holes in the mod still, but I do know myself enough to say: if I would not upload it now, I'll find a reason to postpone publication for another month or two. And so on. Each time it's almost ready for publication, I start another improvement which breaks everything.
So, I'm uploading it as is and waiting for your bug reports and commentaries.
Hopefully, this way I'll be able to polish already present functionality before moving on to next ideas I have.
Popular Discussions View All (4)
Aug 4, 2017 @ 10:40am
PINNED: Suggestions
Sayonaki Tatsu
Sep 23, 2017 @ 2:32pm
PINNED: Bug Reports
Sayonaki Tatsu
Jun 18, 2017 @ 1:31pm
PINNED: Feature explanation and future plans
Sayonaki Tatsu
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Sayonaki Tatsu  [author] Apr 28 @ 5:47pm 
And I'm still in hope to have enough free time for it. >_<
Otori Tamaso Apr 26 @ 11:07am 
I'm still hoping for this beautiful mod. :P
Sayonaki Tatsu  [author] Mar 14 @ 1:31pm 
Working on it now. There's not quite enough of free time now, but I'm doing the thing when it allows.
Otori Tamaso Mar 14 @ 2:36am 
How is it going? Did you decide to rework your Mod? :)
Sayonaki Tatsu  [author] Jan 11 @ 7:53am 
FourFire, well I've had only my quite low perfomance notebook at hand for half a year with PC disassembled. Now it's back again, but I have almost no free time once again. Also, there's new expansion announced today, I'd hate to have to remake everything from the scratch once again when it is released.

About FTL though... I've decided to make all three FTL methods into one long spreadout technology line, slowing down Warp to make pre-FTL Quanon engine, then Hyperspace as canon-like Sord technology and Wormhole as some kind of advancement for it, which is not present in the books, but doesn't contradict with them.
FourFire Dec 22, 2017 @ 8:11am 
Hey, I am glad to see someone else making this mod.
How is your computer situation preventing you from continuing development?
Can you tell me how you plan the FTL to work?
Masterhummel Sep 22, 2017 @ 11:37am 
You are my personal hero of the day.
Sayonaki Tatsu  [author] Sep 17, 2017 @ 12:06pm 
I'll do my best to update the mod. Now I can't use my main PC, and modding the gave on notebook is almost impossible in my case.

As for the questions, fallen empires are removed because they are in conflict with the book it's based on. In the book there are no mentions of non-human and pre-Earth civilizations. Actually, even Abh are just modified humans.

About habitats - I'm still not completely sure how to manage the thing. Imperial Habitat is mostly there to give Imperial Citizens a "home planet".

As for the balance - I'm glad I've got it somewhat right. After I'll get how to make "Casus of Hyde" work and whole reshuffled FTL system is introduced (this one of mostly done already, but requires a lot of testing before I'll be able to publish it, else it tends to just freeze ships somewhere inbetween systems), I'll likely to redo some balance issues yet again.
gbfree Sep 17, 2017 @ 8:30am 
Great mod. The changes to the gameplay are very interesting, (aka a growing habitat and small dison sphere based empire).
It's surprisingly balanced, you have great midgame orbital structure that at first sight seems completly broken, until you realise that well you can't colonize with your main species, and the orbital thingies are kinda costly.

However why remove fallen empire instead of reskin them?
I mean, they are togleable when launching a campain.

And what's the diffrences between Imperial Habitation and Orbital Residence? (in the description post they seem the same but far more costly).
Devi Dee Sep 5, 2017 @ 1:48pm 
Still looking forward to the future of this mod. Thanks again!