More Interesting Spaceport Modules (1.9 legacy)
Balance, Buildings, Gameplay, Technologies
This mod makes spaceports a bit more interesting. It’s a scaled-down version of a bigger spaceports and forts mod I made, taking all of the new spaceport modules I made for it and a few other bits, but not taking bits which hurt compatibility or might not be what some people want to play. As such, it should be compatible with everything, including AlphaMod+ (I have built in compatibility so higher...
Розробник: Caligula Caesar
Дата створення: 27 Sep, 2017 @ 3:12am
Оновлено: 25 Jan, 2018 @ 8:39am
Підписників: 6034
Розмір (розпакований) : 0.429 MB
It does the following:
-Adds 9 new buildable spaceport modules (along with technologies to unlock them).
-Rebalances existing ones, often making them more impactful but more expensive (as one can only have six of them, but 25 buildings on the planets).
-Creates a new weighting system to help the AI build the right modules at the right time (so defensive ones near borders with hostile empires, resource-producing ones when they lack that resource, mind control lasers when there is unrest on the planet, engineering bays when they have free spaceport slots, etc). Also generally upped the weights in the hope that the AI will be more likely to build them (Glavius claims so).
-Buffs spaceports a bit (they should be maybe double as strong as in Vanilla or a little bit more, though only from spaceport level 3 onwards), as some elements of the mod are based on spaceports being strong – otherwise defensive spaceport modules are worthless, and you don’t want to invest that much money in something that you can’t stop being destroyed.
-Capital worlds’ spaceports get a special buff via a special spaceport module that is scripted to be spawned in them. It gives a bonus scaled by whether you have unlocked the other spaceport defence modules.
-Adds an ascension perk for spaceport fanatics: Orbital Engineering – gives you the basic spaceport module technologies (except for orbital hydroponics and solar panels, which it requires), and 25% of all advanced ones but ‘Will to Power’, which is a bit of a special case. Also gives you a 50% cut to initial spaceport costs (but not upgrades – there’s no special modifier for that) and spaceport modules.
-Adds descriptions for all (new and Vanilla) spaceport modules.
Here is a summary of the changes to the existing modules and of the new ones:
-Assembly yards still give -10% build cost (I didn’t implement the 1.8 change)
-Crew quarters are now 1.5x as costly. They have +15% strike craft attack speed added to them, which is slightly useful, but mainly they are more expensive because you only need one to make massive savings...
-Engineering bays now increase ship build speed by 15% and cut spaceport module cost by 15%, a well as giving a ship upkeep bonus and increasing ship repair speed by a little.
-Observatories now also produce 3 physics but no planet science bonus
-Orbital mind control laser gives 3 unity, but only -50 unrest (Vanilla has -100)
-Synchronised defences (now 'synchronised weapons systems') are far more effective, and focus on boosting your spaceport’s offensive capabilities.
-Reinforced Spaceport Defenses: Bolsters your spaceport's defences (i.e. shields, armour and hull hp). Similar amount of impact to the synchronised defences.
-Planetary Strategic Defense Network: Late-game tech that boosts your spaceport's all-round military ability, roughly doubling it.
-Advanced Orbital Energy and Farming Network: Late-game tech that basically combines the idea of orbital hydroponics and solar panels, and increases the output to 8 energy and 5 food, costs 800 (it stands to reason that by the time you unlock it your empire can do a lot better than +3 energy/food). Not for machine empires
-High Capacity Power Generation Nework: Similar to the previous, but produces 12 energy and no food. For machine empires only.
-Towed Asteroid Mining: Mid/late game tech – tow asteroids into orbit and mine them. +8 minerals, costs 1200. Spawns actual asteroids in orbit, which allows you to rebuild it for engineering research via special projects.
-Orbital High-Tech Engineering: Mid/late game tech – engineering in space. +2 minerals, +2 engineering, some small bonuses to ships built there. Costs 400.
-Weather Control System: Mid/late game tech. Manipulate the atmosphere to control the weather. +10% habitability (via a planet modifier), +10% food output, +2 society research, +2 unity. Costs 500. Not for machine empires.
-Expanded Commercial Port: Mid-game tech. Improves your spaceport's ability to facilitate galactic trade. +3 minerals, +10% planetary minerals. Costs 350.
-Universal Assembly Yard: Late-game tech. Allows all ships to be built faster and for cheaper (this stacks with other modules for specific ships). Costs 800.
-Orbital Research Institute: Late-game tech. +2 of each science resource, +15% planetary science output
Localisations:
English, German, French, Russian (thanks to <(PeGaS)>) and Portuguese (thanks to Pedro Falcão). If anyone wants to do more, let me know!
If you like it, please
My other mods:
-Potent Rebellions Expanded: Makes unrest and rebellions a lot more challenging through waves of unrest, special slave revolt empires, a mechanism to sow unrest in other empires, and many other new mechanics and rebalances.
-Sow Unrest and Support Rebellions: ‘Lite’ version of PRE with the mechanism to sow unrest and one to support rebellions.
-CC’s Spaceports and Forts Mod: Includes this mod, and does more to make spaceports and forts pack a punch (spaceports can reach over 50k) (just not in the most compatible of ways).
-Galactic Unification: Adds a late-game feature so that you can conquer your enemies with 50% cheaper war demands – if you are fine with everyone hating you.
-The Utopian Dream: Mainly AlphaAsh’s creation, it does a lot of cool things to the Utopia DLC. I collaborated with him to update to 1.8 and add some new features.
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