Surviving Mars Start

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Author: Xoatl

Last revision: 6 Jun, 2019 at 00:37 UTC

File size: 8.19 KB

On Steam Workshop

Description:
UPDATE 1: FIXES, IMPROVE MARS COMPATIBILITY
UPDATE 2: FIXES, TUNDRA, ENTITIES, REAL SOL COMPATIBILITY
UPDATE 3: OPTIONS FOR LIFE SEEDED AND POST APOCALYPTIC CIVICS
UPDATE 4: UPDATED TO V2.3, MARTIAN UPRISING, FIXES

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Flavour/Story mod for Sol Earth starts and events related to Mars colonisation before start date. Heavily inspired from the PDX game Surviving Mars.

Non-hivemind empires starting on Earth will have the option to accept the Mars colony or allow them to be "independent". Accepting will result in direct control of the struggling colony.

However, 25 to 125 years after declining this request the Mars colony will successfully terraform into a Continental world. They will petition again, this request is not declinable. The planet will also come with one of four possibilities:
Holy Domes: Spiritual attraction and bonus unity production.
Tech World: Materialist attraction and bonus science production.
War God: Militarist attraction and bonus alloy production.*
Uprising: Playable Sol uprising.*
*25% chance of each, except War God and Uprising chance is altered by whether the original empire has militarist or pacifist.

RECOMMENDED MODS:

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Improve Mars and Real Sol Textures: Compatible and uses assets. Highly recommended but not necessary.

PLANNED FEATURES:

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Random Events: Good and bad random events linked to the Surviving Mars or Martian Environment phase. Some leading to different final outcomes.
Alien Invasion: Events dealing with Sol being taken over during the Independent Mars phase and a possibility for a fifth ultimate outcome in favour of the invading empire.
Primitive Civ Outcomes: Events related to the Mars colony losing communication and deteriorating to a primitive civ and if they become FTL capable on their own different reactions if Sol is owned by a human or alien empire.
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If you have any bugs or things aren’t behaving as intended PLEASE POST

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