Monster Genesis

SIZE

0.54MB

SUGGESTED GAME VERSION

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tzverg
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DESCRIPTION

[h1]Supports Stellaris version: v3.3.x[/h1] [h1]Project Genesis[/h1] Do you like to play as pacifists/xenophiles? Can't resist enemy aggression with your own means? In any case, I want to present to you a modification with the possibility of breeding your own herd of Tiyanka. Have you heard of these? So, first you need to research the technologies needed to open a project; don’t worry, there aren’t many of them and they will appear at the initial stages of the game in the social research branch. To reach the entry point you need to establish contact with the space whale empire, do not be distracted because the first point is very important, after that, research the key technology that opens the building. After the manipulations have been done, it is necessary to wait for the formation of a special faction and the appearance of Macrobiologists at workplaces (they should be exclusively representatives of the user faction, no one said that it would be easy). After all of the above, it will be necessary to launch a planetary genesis project. The chance of successful completion of the project is only 70% and the cost of the project is not small, but the final bonuses, in my opinion, more than pay for the efforts. The Tiyanks create a faction friendly to you and function of their own free will, moving within the borders of your empire and are not going to hang in the orbit of your star, stuck to your starbase until you ask them to. After some time, the Tiyanki can acquire a more powerful form, if, of course, they survive to this moment, although all of mine survived, oddly enough. At moments when you need their help, you can call the herd into the orbit of a certain star (planetary decrees will help you) and do not forget to release the whales when the battle is over, you will not regret it, I promise you. [h1]List of Changes[/h1] v.3.3.4 [list] [*] Updated mod icon, version and description, partially tested performance (I’m still alone) [*] Fixed error in the logic for creating a custom faction [/list ] v.3.1.2 [list] [*] Updated mod icon and version, partially tested performance [*] Fixed errors in localization keys [/list] v.3.0.0 [list] [*] The mechanics of special projects did not seem to me very convenient and in this version I replaced it with planetary solutions [*] The whale movement algorithm has been rewritten again (this is starting to become a habit). Fixed freezing of some whales when changing decisions [*] Transferring orders to whales has been moved to empire politics [*] Added limited control over the free grazing of whales by adding tags to gas giants and inhabited colonies of your empire [*] Added functionality to herd bulls, from now on they are looking for gas giants and mark them as pastures for the rest of the whales [*] A new faction of priests participating in the genesis project, something will depend on its support for this faction [*] A new building and profession for participants in the Macrogenesis project. [*] The surprise functionality has been slightly reworked, and a cumulative element has been added in addition to permanent bonuses [/list] v.2.8. 0 [list] [*] Fixed 3 errors in applying the effects of Tiyanok entering orbit [*] The algorithm of actions of Tiyanok was completely rewritten [*] Action timers were slightly corrected (the dynamic time spent near the object was increased, the static time was reduced) [*] The effects of policies were changed, changed type of one policy per permanent instead of type-campaign. [/list] [h1]Notes from tzverg[/h1] [list] [*] The English version is no longer supported due to the fact that I work alone and have no desire to tinker with the localization file. Since the new version has added a game faction name constructor, for the English version you would have to write your own random_names file. If anyone suddenly wants to fix the localization, it will be possible to smooth out the changes later. [*] I tested for errors and compatibility on the entire collection of my modifications, and there are quite a few of them, it should not conflict with anyone. [*] There is a Google translation into enemy language (English), I almost didn’t check the accuracy of the translation, so edit it for yourself, I’m not going to improve it, say thank you that there is at least such x]. [*] This is a modification for yourself and is sold “as is”, use it if you are interested, if you are patient, a surprise will await you, about 150 years after the birth of the first calf, the chance of a drop is 50%. [*] I made the mod myself, in my free time out of boredom, don’t judge strictly. [/list]

REQUIREMENTS

Stellaris

Stellaris

Full game


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