AlphaMod: Endgame (2.8)

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Author: AlphaAsh

Last revision: 1 Mar, 2021 at 19:51 UTC

File size: 433.15 KB

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Description:

When You Know You’ve Already Won in AlphaMod

There are no in-game options. If you want the functionality of this mutator, activate the mod in the launcher. If you don’t, de-activate the mod in the launcher. It should be safe to toggle it on an existing game.

You’re well into a run, probably preparing to face the crisis, and your game is chugging. You don’t care about the bloated, stagnant AI empires that are no longer a threat to you, and won’t be of any use as allies against a crisis anyway. Activate Endgame, and it will start ‘cropping’ those AI empires. Fat empires will steadily lose some of their most populated worlds. Emaciated empires will steadily lose any extra colonies, that have no chance of making them competitive again, until they only have their homeworld left. Any empire that has been subjugated is exempt from this process.

This process does not begin until 100 years have passed, and will become more aggressive at 125 years and then again at 150 years.

No in-game explanation is given for non-artificial planets turning into rubble, or habitats vanishing. It is what it is – clearing the board to improve performance in a game where you want to play on but want some performance back.


No vanilla files are over-ridden.

LOAD ORDER
Anywhere under AlphaMod 2.8 or the Omnibus should be fine.


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AlphaMod 2.8Steam Workshop