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Mining
Foundry
Factory
Energy
Research
You answered void dwelling though, thankfully.
I love this mod. So very much. With a small little local tweak to let them improve relations with other empires, this has let me play as the Quarians. Thank you so very much for making this.
- We need to see the passive effects of all the new ships, like what produces what, in game
- Factory ships currently don't appear in the Military or Civilian outliner
- Modular Habitation removes the purpose of districts and just generally feels kinda cheat-y
- Starting with robot tech pushes away from the RP possibility of playing a spiritualist build
Then I had a thought:
- What if you could enact a Decision on the Void Farer Habitat that let you pack it up and move it? Then when you wanted you could unpack and rebuild the habitat in a new system (after you've placed an outpost there, of course)
In my start I do have a station and an Ark-Ship which doesn't have a FTL engine. Both of them are able to build all ships, so why not having the Ark-Ship being able to de-construct in a first Void Farers Habitat?
It's my first try, so I thought the factory ship may be the one to be used as production base in foreign teritory. So far I do not know what the factory ship is ment for or if it is used to produce anything.