Advanced tech origins randoms

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Author: GhostWraith

Last revision: 20 Jan, 2023 at 23:52 UTC

File size: 249.86 KB

On Steam Workshop

Description:

I got bored having the same advanced empires appear in every game.

Same as Advanced tech origins, but now the advanced origins can spawn randomly.
I added in 3 extra random Forerunner origins, with decreasing spawn chance for each one. You will almost always have 2 forerunners with a chance for up to 4 on the map.
Each of the advanced origins can only spawn once unless you manually add in customs.

Now you can have the fun of not knowing whether you will spawn next to a forerunner Purifier or Swarm.

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Adds 5 origins that give tech and resource boosts. I like having a few scary AIs roaming around the galaxy.
Also physics, society, and engineering origins for a specialized theme.

Head Start
2000 energy
2000 minerals
2000 unity
1000 alloys
8 extra starting techs

Advanced
5000 energy
5000 minerals
5000 unity
2000 alloys
17 extra starting techs, including destroyers

Advanced Physics
2000 energy
2000 minerals
2000 unity
1000 alloys
1000000 stored physics
lvl 1 and lvl 2 physics research techs
Shields lvl 2

Advanced Society
2000 energy
2000 minerals
2000 unity
1000 alloys
1000000 stored society
lvl 1 and lvl 2 society research techs
planetary unification, and adaptive bureaucracy

Advanced Engineering
2000 energy
2000 minerals
2000 unity
1000 alloys
1000000 stored engineering
lvl 1 and lvl 2 engineering research techs
Armor lvl 2

added 2 more WIP origins,
These aren’t finished yet, mostly the story and tool tips still need to be finished, but they seem fully functional so far. Expect blank text and underscores everywhere.

Forerunner
Starts with 29 extra starting techs
extra economy, destroyers, and encryption techs
10,000 unity
10,000 energy
10,000 minerals
3,000 alloys

Stasis
Your species used to be more advanced, but an ancient Fanatic Purifier wiped them out.
Start on a Tomb world, with a temporary emergency shelter modifier for a little extra habitability and amenities.
Before they reached the homeworld, your people stored as much technology and pops as they could in underground stasis chambers.
Unfortunately the stasis process was not perfect and your species starts with a negative stasis shock trait.

You start with one awakened pop, and 30 Ancient vaults that have more statis pods and stored technologies.
Each of them you open give a tier one tech, (or stored research) and another pop.
To replace the stasis shock trait with a positive one, you need access to the safely stored DNA in deep stasis. A storage unit deep enough to avoid the radiation from the surface. Once you clear that blocker it starts a special project.

The idea is something like a more extreme version of remnants, combined with tomb start. Your homeworld is in really bad shape and you start with no economy, but you hopefully get enough quick techs from clearing the vaults to make up for it.