System improvement specialisation changes

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Author: Snuffalo

Last revision: 11 Feb, 2018 at 13:42 UTC

File size: 1.98 MB

On Steam Workshop

Description:

Mod Notes
This mod is a fairly significant rework of system improvements, shifting the focus away from base FIDSI production to percentage and more specialised FIDSI production. This is to encourage far more system specialisation, moving governors around to support specialised systems mostly in growth or industry, and making population types more impactful on planets they are suited for. In general, cold planets are now exceptionally good at producing science, hot planets for industry, temperate planets for influence and dust, and fertile planets for food. Conversely, planets will not produce much of anything they are not suited for. For example, you will need to use governors to boost food production on hot and cold, use food producing pop types, or terraform a planet to provide food.

There have also been some significant buffs to some late game buildings to counteract the lower general base FIDSI production on systems.

Currently there is nothing stopping you from creating buildings that will have no effect on the system, so please be cautious when creating certain buildings.

Compatibility: The mod should be compatible with most other mods, although there may be issues with other mods that change system improvements.

Contact: Please message me here or WeLoveYou at https://www.games2gether.com

Changes v1.1:
T0:

Drone Networks: 20 food, 20 industry
Cerebral Reality: 20 science, 20 dust

(notes: these changes were implemented to give hot and cold systems some early sustainability)

T1:

Food:
Sustainable Farms: 10 per planet, 10 per hot, 10 per cold
(notes: same as T0 changes, this was implemented to allow for some early growth on hot and cold systems)

T2:
Food:
Epigenetic Crop Seeding: +4 food per pop on fertile, 10% food on planets (Sophon variant also gives +4 food per pop on cold, Horatio variant still gives manpower)
Intense Cultivation Logistics: +10 food per luxury, +40% food on fertile
Dust:
Xenotourism agencies: +3 dust per pop on luxuries, +1 dust per pop

T3:

Industry:
Predictive Logistics: +50% industry on hot
Science:
Graviton Shielded Labs: +4 science per pop on cold, 10% science on system (Sophon variant: +4 science per pop on cold, 20% science on system)
Dust:
Pulvis Production: 50% dust on temperate, 10% buyout reductions
Influence:
National Museum: 100% influence on temperate on happy, 200% influence on temperate on ecstatic.

T4:
Food:
Farsighted Crops: +30 food on temperate, +20% food on system

Industry:
Fabrication Licence: +8 industry per pop on hot, +20% industry on system
Science:
Dark Matter Institute: +30% science on cold per system level, +20% science per anomaly
F-Reality Institute: +100% science on cold
Dust:
Careful Sweeping: +20% dust per system level on temperate
Smart Tax Collection: +30% dust on system
Influence:
Body Language Institute: +30% influence on system
(notes: Changed more as a balance issue. The building was not very useful before with only +10%)
T5:
FIDSI:
Distributed Energy: +50% FIDSI
(notes: This seems like a big buff, but due to the other changes, it will only significantly enhance what the system is good at. The change also encourages getting the tech instead of Endless tech)
Food:
Cultivation Institute: +30% food on fertile, +30% food on system
Science:
Battlefield Archaeology: 50% science per empires at war, 10% science on system
(notes: Makes the building more risk/reward – potential huge science output, but risks losing the system)
Dust:
MXBA: 30% dust on system 10% buyout bonus