Arkon UNION

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Author: js.cap44.hh

Last revision: 1 Oct, 2019 at 10:01 UTC (7)

File size: 6.17 MB

On Steam Workshop

Description:

STARTING TECHs, WEAPONS, PORTALS AND SHIPS

This mod includes the traits of the former and deprecated mods:

EVO
EVO+
STARTTech
OMNITech
COLONIZER

Furthermore, the traits of the mods

COLCAP

and

OmniTech V2

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.

Due to its structure, this mod should always be functional, even if it is not up to date.

TRAITS
AU – EXTRA POINTS (500 Points)

500 extra points for selecting other traits

AU – Greater food production (5)

+5 planet food (per pop)

AU – Greater food production (10)

+10 planet food (per pop)

AU – Greater food production (25)

+25 planet food (per pop)

AU – Greater industrial production (5)

+5 planet industry (per pop)

AU – Greater industrial production (10)

+10 planet industry (per pop)

AU – Greater industrial production (25)

+25 planet industry (per pop)

AU – Higher research rate (5)

+5 planet science (per pop)

AU – Higher research rate (10)

+10 planet science (per pop)

AU – Higher research rate (25)

+25 planet science (per pop)

—(old EVO / EVO+ mod)—

AU – THE AWAKENING

+25 system production (industry per pop/system)

AU – BASE POLITICS

+20 system empire points (influence per pop)

AU – SATISFIED POPULATION

+30 happiness/system

AU – FANATIC PATRIOTS

+120 happiness/system

AU – BASIC DUST PRODUCTION

200% dust production

AU – GIGANTIC VEINS OF DUST ORE

800% dust production

AU – REPLICATORS

+20 planet food (per pop)
+20 planet industry (per pop)
+20 planet science (per pop)

AU – LUXURY LOVERS

+4 luxury resource extraction

AU – MARTIAL SPACEFARER

+5 command points
+7 vision range/system
ground combat bonus
space combat bonus

AU – (EVO+) START TECHs

more starting (tier1/tier2) technologies

—(COLCAP mod trait)—

AU – LARGER EMPIRES

depending on choosen galaxy size:
empire with 25 – 60 star systems w/o penalties

—(OMNITech2 mod traits)—

AU – almost all TECHs

You can choose how many technologies of the player’s faction are already known at the beginning

—(old StartTECH mod)—

AU – (StartTECH) even more starting TECHs

—(COLONIZER mod traits)—

COL – (planet type colonization technology)

various traits for each planet type

—(AU traits)—

AU – STELLAR ENGINES

faster ship movement (+5)

AU – PROGRESS THROUGH POWER:

buyout option for production/technologies (like EMPEROR’S WILL) with empire points

AU – CORE CRACKER MkII and MESON-BLASTER

new weapons

AU – DEVIL’S CLAWS

new weapon

minor faction ship hulls
(all slots unlocked)

AU – STEVAGGIO (medium attack)
AU – GLADIUS (medium attack)
AU – MORSICARE (small attack)
AU – RAPINATORE (medium attack)

other ships

AU – THE VODYANI ship hulls

the faction of the player can build these ships

AU – THE RIFTBORN ship hulls

the faction of the player can build these ships

AU – The VAULTERS ship hulls

the faction of the player can build these ships

AU – The extra ship hulls

cheap RIFTBORN based hulls with all slots unlocked

AU – The extra VODYANI ship hulls

VODYANI based hulls with reduced cost and all slots unlocked

AU – System portal

teleportation portals

weapons info

Core Cracker MkII

type: planet destroyer
cost: 400
base charging time: 2 rounds

Extreme Meson-Blaster:

type: beam
cost: 20
damage: 118 (DPS)
crew (enemy) killed per hit: 25
chort: 100%
medium: 100%
long: 100%

Devil’s Claws

type: kinetic
cost: 20
damage: 112 (DPS)
short: 95%
medium: 80%
long: 60%

NOTE

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.

IMPORTANT

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 …