Arkon UNION
STARTING TECHs, WEAPONS, PORTALS AND SHIPS
This mod includes the traits of the former and deprecated mods:
Furthermore, the traits of the mods
and
are provided.
In addition, traits can be selected that unlock several weapons and ship hulls for the player’s own faction.
A trait that allows the player’s faction to build teleportation portals is available.
500 extra points for selecting other traits
+5 planet food (per pop)
+10 planet food (per pop)
+25 planet food (per pop)
+5 planet industry (per pop)
+10 planet industry (per pop)
+25 planet industry (per pop)
+5 planet science (per pop)
+10 planet science (per pop)
+25 planet science (per pop)
—(old EVO / EVO+ mod)—
+25 system production (industry per pop/system)
+20 system empire points (influence per pop)
+30 happiness/system
+120 happiness/system
200% dust production
800% dust production
+20 planet food (per pop)
+20 planet industry (per pop)
+20 planet science (per pop)
+4 luxury resource extraction
+5 command points
+7 vision range/system
ground combat bonus
space combat bonus
more starting (tier1/tier2) technologies
—(COLCAP mod trait)—
depending on choosen galaxy size:
empire with 25 – 60 star systems w/o penalties
—(OMNITech2 mod traits)—
You can choose how many technologies of the player’s faction are already known at the beginning
—(old StartTECH mod)—
—(COLONIZER mod traits)—
various traits for each planet type
—(AU traits)—
faster ship movement (+5)
buyout option for production/technologies (like EMPEROR’S WILL) with empire points
new weapons
new weapon
minor faction ship hulls
(all slots unlocked)
other ships
the faction of the player can build these ships
the faction of the player can build these ships
the faction of the player can build these ships
cheap RIFTBORN based hulls with all slots unlocked
VODYANI based hulls with reduced cost and all slots unlocked
teleportation portals
weapons info
type: planet destroyer
cost: 400
base charging time: 2 rounds
type: beam
cost: 20
damage: 118 (DPS)
crew (enemy) killed per hit: 25
chort: 100%
medium: 100%
long: 100%
type: kinetic
cost: 20
damage: 112 (DPS)
short: 95%
medium: 80%
long: 60%
The Core Cracker MkII weapon module will not be visible until the technology for the carrier ship has been researched,
or the carrier hull itself has been unlocked by the associated trait.
The damage of the Devil’s Claws and Extreme Meson-Blaster weapon modules can be increased with enhancer modules.
In order not to influence the number of selectable traits, the AU’s are not counted when creating your own new faction.
Do NOT choose ALL the traits for the ships at the same time!
With more than three dozen possible ship types in the yard,
the game GUI is over challenged and only a few ships will then be properly displayed and selectable …
Revisions:
Old revisions of this mod are available below. Click the link to download.
