Expert Economy 2.3

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Author: DarkVicarius

Last revision: 27 Jun, 2019 at 02:38 UTC (11)

File size: 656.38 KB

On Steam Workshop

Description:
Expert Economy 2

by DarkVicarius
Game version: 2.3.*

New Buildings

The following buildings are all job-less, meaning they operate like the original buildings from before the recent economy redesign. These buildings provide resources and bonuses directly, and free up your population to work in other jobs.

  • Strategic Replicator – (Planet Unique) Provides +1 of each strategic resource (Motes, Gases, Crystals), but has an upkeep cost in Alloys.
  • Magistrate – (Planet Unique) Provides Unity and a small amount of Influence.
  • Fertility Church – (Planet Unique) Large Food and Society income. Also increases population growth empire-wide.
  • Ferromagnetic Assembler – (Planet Unique) Large Minerals and Engineering income. Also increases specialist output empire-wide.
  • Fermion Collider – (Planet Unique) Large Energy and Physics income. Also increases technology research speed empire-wide.
  • Welfare Center – (Empire Unique) Provides +1 Influence and a lot of Society research.
  • Entanglement Bureau – (Empire Unique) Provides Administrative Capacity and a lot of Physics research.
  • Orbital Teleporter – (Empire Unique) Significantly increases the build speed of all Megastructure projects, and provides a lot of Engineering research.

Epic Wonders
  • Eight ethics-based Wonders, for regular empires
  • Five specialized Planetminds, for Hive Mind empires
  • The Omega Singleton, for Machine Consciousness empires
  • Play to discover their unique and extremely powerful effects, but first be sure to save up resources, since these wonders have a very high cost!

New Empire Edicts
  • Epic Engineering, Physics, or Society Effort – Three different empire edicts that greatly increase your research in one particular area, but cause other economic and social problems while active
  • One With Nature (early game) – adds +1 Ascension perk slots permanently – costs a lot of Influence
  • Imperial Guard (early game) – increases fleet capacity and defense by a small amount
  • Galactic Feudalism edicts (mid game):
    Autonomous Bishops – greatly increases Unity at the cost of administrative cap
    Plebeian Cooperatives – greatly increases Pop Growth at the cost of administrative cap
    Feudal Warlords – greatly increases Fleet Capacity at the cost of administrative cap
    Corporate Charters – greatly increases Alloy & Goods production at the cost of administrative cap
  • Goliath Protocol (late game) – grants a moderate combat bonus against all fallen & crisis empires

New Ascension Perks

Added eight unique Ascension Perks, one for each governing Ethic (an empire will only have access to two or three of them in a given game). These perks are powerful in the early game and provide a good alternative to the vanilla early perks.

  • Preemptive Claims (Xenophobe) – Greatly increases New Worlds research speed and lowers Starbase costs, but reduces trust with other empires.
  • Honorable Ambassadors (Xenophile) – Significantly increases trust and trade acceptance from other empires, but raises Starbase costs.
  • Iron Discipline (Militarist) – Significantly boosts stability and experience gain, at the cost of decreased max level for leaders.
  • Moral High Ground (Pacifist) – Increases unity generation and specialist output, but increases military upkeep.
  • Galactic Consumerism (Materialist) – Significantly increases output from mining and research stations, at the cost of higher need for consumer goods.
  • Order of Mentats (Spiritualist) – Increases all research speed and the depth of all leader pools, at the cost of research alternatives.
  • Living Tools of the State (Authoritarian) – Boosts basic worker output and Industry research, at the cost of edict effectiveness.
  • Galactic Bill of Rights (Egalitarian) – Increases population grown and Statecraft research, at the cost of lower army damage.
  • Biomorphic Armada (Gestalt Consciousness) – Increases the armor and shields of all ships, at the cost of population maintenance.

New Starbase Modules
  • Stellar Lenses – Provides some Energy and Physics research. Does not require a colony.
  • Propaganda Array – Provides some Influence and Society research. Does not require a colony.
  • Low-Gravity Forge – Provides some Alloys and Engineering research. Does not require a colony.

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Compatibility Notes

This mod is only additions, and does not overwrite any vanilla files. It should be compatible with basically every mod out there, including Alphamod.

Notes

This mod will receive updates as gameplay evolves and official patches are released.

Feel free to provide feedback or suggest changes, and please give it a thumbs-up if you like it!