![]() * These traits are there to give the player a unique challenge. Stations can expand your fuel and sightrange considerably, otherwise conquer everything. And you only got one planet to spawn troops from or to supply ships with at start. Your only way to expand is to conquer planets of other races. This works best in really small galaxies, as the AI has less room to expand. Early game steel armor with it's low production cost is very interesting. You start with titan tech, but can only build titan class ships. You need to take planets via ground forces to trigger it. Note that you can trick the enemy into taking one colony (leaving it defenseless), then recapture it. The tech gives you a lot of Diplomatic bargaining chips for other stuff. It does not work with exprimental/racial techs. The most expensive perk, but allows you to unlock every tech. The HP bonus on ground follows the rules under ground combat. ![]() That gives you a lot more real estate options with good production. A lot of the biggest, resource rich planets are high G. Flat bonuses are not affected (only per worker income). And every heavy G planet into a even bigger penalty. This basically makes every normal G planet into a heavy G planet. Not much use lategame when you can get all resource planets anyway, but early game you easily can get all the exploitation bonues. Since often one planet already has 2 sources of one resource, this makes exploitation bonues a piece of cake. Homeplanet is not suiteable to be longterm center of empire/production. This means you need more people on home planet to get rolling production wise. Mostly frees up workers for Food and research But consider that pollution fully applies and the planet is a very tempting target for other empires. This suffer all the normal penalties for slavery (-10% approval -20% approval to other empires Racial Conflict), just means you need less CP bound up in slave ships and get the tech for free.Ī considerable boon to starting production. Looses power late game as people to trade with become rarer. Use one sided treaty+bribe to maximise effect. Terran and Gaia planets get a similar bonus: +1 population multiplier (on top of the existing x4 and x5 multiplier), +1 Food/worker and no approvalĪ big boon early game, due to much higher income. ![]() Ocean planets have 5 times population multiplier, grant +1 food/worker and +10% Approval ![]() That opens up a whole lot of larger infertile worlds for the taking. Halving the food per citizen means one Aerophonics farm can support 3 people while brining in it's maintenance via food surpluss sale or 6 people at a minor cost. Higher overcrowding penalites/generally low approval. You need molo farm and farming bonus to get anywhere on those planets, otherwise even colonisation for strategic reasons a really bad idea. Per worker bonues are becomming a lot more effective.Ĭon: Except for tiny worlds/asteroids, impossible to feed entire populaton with a Aerophonics farm. Plus: More income from any fertile planet (higher tax and food surplus). Really hard to get the first 1-2 colonies going. In case they are mixed in with non-Cybernetic races, they do not contribute to food surplus income, overcrowding penalty and "Racial Conflict"Ĭon: Really weak income wise due to lack of food surpluss sale. All positive and negative modifiers are ignored (except for imported/conquered races).Ī fixed approval of 60%, wich means it is impossible to get Approval bonus or penalty on production/research. On small words Aerophonics farm more effective It basically transform your race into an android version of themself, including:Ībility to build recharge hub to completely remove food need. http: /most radical change of all racial traits. It brought new technologies, new equipment for the ships and probably more (it's been a while since I played). Some may be too old and will not work anymore. I'm not sure that all these mods will work with the current version of the game. Of course if the authors recognize their mods and want them to be removed, I will remove the links. Because I think a modder could find resources or ideas. That's why, I like to share with the community the old mods that I have in archive. I was surprised to see that a "new" mod had appeared. I have the feeling that they have not been interested for a while in Stardrive 2 which is quite understandable for a lot of reasons. ![]() However, this mod is not the only mod existing (or rather having existed) for Stardrive 2.Ī few years ago, on the official site of this game (which seems to no longer exist), there were 3 or 4 mods. I started again to test the mod "Stardrive 2 Reborn". I had not replayed Stardrive 2 for several months (if not more). ![]()
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