Spaceborne Civs Expanded

If you liked this item, please rate it up on Steam Workshop page.

Author: Tovius

Last revision: 24 Mar at 19:46 UTC (11)

File size: 1.22 MB

On Steam Workshop

Description:

A mod that expands on the spaceborne empires and creatures, such as enclaves and caravaneers. Includes new caravan deals, the return of the nomads, and more.

Full Feature List

All:
– Ships and stations have higher armor and shields
– stations have more hp and daily hull and armor generation

Enclaves:
– Enclave species get additional traits (most important being erudite for the curators)
– Trader Enclaves offer alloys and consumer goods after the galactic market is founded
– At 75 opinion, can buy a special edicts from Trader Enclaves that mimics the effects of the strategic resources from pre-2.2
– At 100 opinion, Trader Enclaves can offer you a special deal once every 10 years
– Artist Enclaves can build new stations to replace any that were destroyed
– Artist monument gives +15% unity from jobs
– Ministry of Culture now gives +10% unity on planet, +5% unity empire wide, and +10% government ethics attraction (non-gestalt) or -10 deviance (gestalt) empire wide
– Additional patronage events
– Artist Festival has a chance to spawn artist troupe half-species pops (requires Megacorp)
– Artist Festival has a chance to spawn a unique artist monument on one of your planets
– New Curator Technologies
– Materialist Fallen Empires won’t ask you for your curator scientists
– Archeology Lab with Ancient Relics also gives +25% anomaly research speed
– At 60 opinion, the Salvagers will sell Nanites once every 5 years. Requires an open L-Gate and no active Gray Tempest

Caravaneers:
New Possible Trade Deals:
– All
– Product: one precursor artifact (one-time offer, not including precursors from Ancient Relics)

– Numistic Order:
– Product: Spawn a valuable solar system, Cost: 12 months of Engineering Research
– Product: Numistic Multi-Focused Management tech (-10% empire size from districts and colonies, -10% bureaucrat upkeep), Cost: 200 Volatile Motes
– Product: 75 Zro, Cost: 1000 Consumer Goods (non-gestalt only)
– Product: +1 L-Gate Insight, Cost: 150 Influence (one-time offer)

– Vengralian Trium:
– Product: Baneth Nutritional Suppliments (3000 food)
– Product: Epigenetic Triggers Technology
– Product: 100 Volatile Motes
– Product: 25 Dark Matter (rare without the Dark Matter Drawing tech)
– Product: Productivity Stimulants (+10% worker production, plus some side effects, on one planet for 80 years)
– Product: 400 Minor Artifacts (requires Ancient Relics)
– Product: 1 Envoy for 80 Years
– Product: Maintenance Drones (+20% Amenities and -20% Building and District Upkeep on one habitat or ring world for 80 years)
– Cost: 2000 Minerals
– Cost: 60 Rare Crystals
– Cost: 1 Level 5+ Scientist

– Racket Industrial Enterprise
– Product: Munitions (-50% ship and army upkeep for 25 years), same costs as Racket leader
– Product: +2 alloy from mineral mining station, Cost: same as +5 energy deposit
– Product: Minerals (200, 500, 1000), Cost: Alloys (20, 50, 100) (machine only)
– Product: 40 Nanites (requires Distant Stars), same cost as Alloys/Exotic Gases/Living Metal
– Product: 250 Minor Artifacts (requires Ancient Relics), same cost as Orbital Trash Dispersal technology
– Product: Scavengers (+15% miner production for 80 years), Cost: 3000 energy
– Product: 50 Intel on a random empire (weighted towards rivals and neighbors), Cost: 70 Influence
– Product: Anti-Pirate Booby Traps (+33 trade protection for 80 years), Cost: 1000 Minerals
– Product: Progress on a random Archeostudies tech, Cost: 1000 Minor Artifacts

– Adjusted some weights when choosing products and pricing
– Racket will sell robot pops to synthetic empires
– Tupperware will also save on mineral pop upkeep (Lithoids)
– Vengralian Trium will accept complex drones as payment from machine empires
– Vengralian Trium will accept random pops as payment from non gestalt empires if they have unemployed or undesirable pops
– Spawning Stimulants also give +10% organic pop assembly
– The Numistic Order starts with a species from a random ai empire ready to sell
– New Caravan events
– New Reliquaries

Marauders and Pirates
– Space pirate’s main system will still spawn with Apocalypse. With Apocalypse, 2 pirate fleets will start roaming the galaxy 33-50 years after game start
– Marauders will accept alloys as tribute
– Mercenary and Raider fleets are 50% stronger
– Marauder Galleons have the same speed as their cruisers
– Raiding the Galactic Emperor is twice as expensive
– Marauder Mercenaries can become available after 2300
– Marauder species are void dwellers, and don’t all have the same traits
– Khan’s fleets are twice as strong, and can spawns more fleets depending on the strength of the existing default empires
– Khan starts with strong starbases in their starting systems
– Khan will generally not try to attack fallen empires
– When down to their last planet, ai will generally surrender to the Khan rather than die
– Successor empires are generally stronger

Space Creatures
– Option to pacify space creatures can be chosen after further researching the creature. Cost of pacification has been reduced to keep the total cost the same
– Void Clouds can be pacified by non-xenophobe spiritualists (plus the usual suspects)
– Mining Drones can be reprogrammed by materialists, robot empires, and non-spiritualist pacifists
– Hunting buff unlocked by various gestalt civics (such as Warbots)
– Added a method to get Crystal-Forged Plating if you chose to pacify the crystals
– Added a method to get the Surveyor if you chose to pacify the mining drones
– Buffed the Ameoba Centenarian
– Space Whales and Ameobas will wander the galaxy, as they once did.
– Killing peaceful spacers (such as the Tiyanki or the enclaves) will upset xenophile and pacifist pops
– Hunting buff gives more resources per fleet:
– – Amoebas, 1000 energy and food, 500 society research
– – Crystals, 500 minerals, 25 rare crystals, 500 physics research
– – Clouds, 500 energy, 25 exotic gases, 500 physics research
– – Drones, 500 energy, 25 volatile motes, 500 engineering research
– Asteroid Hive system has some mineral deposits replaced with rare crystal deposits

Nomads:
– Nomads will spawn if Megacorp is enabled
– Nomads will spawn with a larger fleet, with cruisers as well as destroyers

Leviathans:
– Wraiths can spawn if discovered after the mid-game – will spawn 65-75 years after discovery

Other
New Origin: Nesting Grounds (Requires Distant Stars)
– Start with an adopted space amoeba
– Starts with amoebas pacified, and relevant tech options unlocked

Donations

[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I’m not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.