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








1. Science-Prosperity themed planet which has a species with intelligent, thrifty, enduring, nonadaptive and weak traits. I'd suggest to use the floating fungoid portrait on an Arctic World
2. Food planet with species with agrarian, conservationist, sedentary and solitary traits. Suggest that you use the floating molluscoid portrait on an Ocean World.
3. Warrior/industrial themed planet - species with industrious, very strong, slow learners, wasteful, and solitary traits. Savannah planet with Orc looking Mammal Portrait
Maybe this could be in an alternate version?
* Add a couple of toxic worlds to the starting system, so one can have Zro and the other Pitharan dust.
* You should add a couple (or 4, why not?) tiles with "Unity = XX". Unity works as any other tile resource. Try it.
* Also, 1 tile with "alien pets" and another with "betharian stone" would be awesome.
* The mod doesn't work correctly for mechanic species. At least, if you play exterminators, the planet overrides your mod. My guess is any of the policies that give species Gaia/Tomb origin planets has the same problem. The rest of the system seems to be fine.
Hope this ideas help make the mod even better. :)