Improvement Ideas

I know that this should actually go into the mods forum, but nobody ever goes there so I just thought that this topic would get more attention here.

Many of you have tried my previous improvement mods and I have decided to make a new one, much larger this time. I had originally planned it out to be 25 improvements, 10 evil, 10 good, and 5 neither, but I am having a hard time thinking up that many ideas. Feel free to put your ideas for the mod up here. Hopefully there'll be enough ideas that the mod will be much bigger LOL . The mod will also include new techs for the improvements, but I can come up with those easily enough once I have improvements. Remember, I intend for this mod to increase the difference between good and evil so I want more morality based improvements, but some neutral improvements would be good too.

I already have 3 ideas, one is for a big evil improvement that is -PQ but gives you much more manufacturing power that kryo came up with, Human Recyclers, something like soylent green (got that idea somewhere in the forums...) that is -pop growth, but plus social production, and a slaves trade good (not sure if artificial slaves is already a trade good or not).

It would be helpful if you could submit them in this format:


Human Recyclers(Name) (Evil(Morality))

Description Goes Here (Optional, I can come up with my own if you don't wanna do this part)

-Population Growth, +Social Production(Bonuses).


Also, I will give you credit for your suggestions in the readme.
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237 views 11 replies
Reply #1 Top
Come on people, I know you all love mods, and here's your chance to see a compilation of all your ideas.
Reply #2 Top
How about a:

Recycler +3PQ

Core Waste Dumps(MOO2) +5PQ

Replicator(SB mining module) +25% mining

5G Programming Languages +10 research

Neural Harvesting(Evil tech that follows Neural nets that hooks up human brains to boost research networks) +15 research

Thought controlled ship system +10 attack, +10 Def

Planetary Defense missile batteries +25 planet defense

Crusader(good ship). Transport that holds 6B with att/def 4/8. Available about Dread time.

Orbital Solar Mirror + 3PQ (Warms the polar regions and makes light available whenever, whereever desired.

Orbital observatory +10 res

I could probably go on for hours with ideas. I have created a mod(on paper) with about 60 techs. I was afraid of getting anomalous scores so I have never used it. If you want better descriptions or tech requirements, please feel free to ask or just make up your own.

B

Reply #3 Top
As for your previous mods, what are they and have they caused anomalies in the metaverse?

B
Reply #4 Top
My previous mods include: Advanced freighters and transports, New anomalies pack one, New Improvement Pack, and New Improvement pack 2. They have caused no anomaly scores to me except for the anomalies in the game (get it? LOL ).

Also, good ideas bpleshek!

~SDC~
Reply #5 Top
Hey Nand1
I've put up couple threads already asking for ideas as I have posted some mods to library already and wanted more ideas. Maybe we could start our own thread here and work up some more mods.Have you tried any invasion tactics?I find that all done so far are showing at start of game regardless of tech required implemented.I'm waiting hopefully for a response from hawaii to see if something amiss.
I have been wanting to kinda level out good/evil morality events as well.Do you of any decent sites to get pictures off web for eents,anomalies etc...?Been looking at some to get inspiration but no go so far.

bpleshek your one idea of nueral harvesting is already in the game called nueral net.As far as starbase modules,can really only go so far because we cant introduce new types(hard coded per hawaii5o)so only can add to existing trees.I wanted to add research type but cant unless its added to type already there.(military,defense,cultural etc...).And no his havent affected meteverse as I have d/l his plus use my own and submit scores regularly with modded games. Just keep mods even and fair is really only prereq.

Waiting for approval for about 10-15 new I uploaded earlier this week.I also have about 10-15 more almost done testing.Will probably upload this weekend.

Also see you left illuminati nand1.Hairy got to you hehehe.
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Reply #7 Top
No,no, mikeydsc, I think he means brain-draining by neural harvesting. Also, I played a game last night, and Artificial slaves is actually just an improvement.

Also, creating a mods idea thread would be pretty cool. It would allow people who aren't very good at thuis kind of stuff to see their ideas materialized.
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Reply #8 Top
I have had mine open for about a week and noone has submitted any ideas to it.Just finished doing three more and one achievement but now I need to test couple times. one good and one evil plus couple new techs.

There is a trade good from those and it does social production improvement. just looked it up with galciv writer.Has trade good id of 15 and the tech is advanced slavery to get them.
Reply #9 Top
I wouldn't mind seeing a solar system defense fort (Early game: Fortress, Mid game: Battle Fortress, Late game: Siege Fortress). Sole purpose is to defend systems from attack. Seeing that the AI uses pkmines that someone created, I would imagine that it would build these as well.
Just a suggestion.
Sincerely
Kelly
Reply #10 Top
The problem with this is you can only affect planet by planet with social project building.I will look into whether I can do this as an achievement or wonder.I dont remember seeing anything for upgrading a two planet system at once.There are two improvements in game very similar to what you are asking for though.One is planetary shields that does 10% (someones mod)and the other is planetary defenses that does 30%(original) if I remember correctly.
It would only build what the ai value in the mod was set to build( how aggressive do you want them to build something)
You can also use the pkmines kinda early if you research the right paths.
Mike
Reply #11 Top
planetary shields that does 10% (someones mod
End of quote


Thats my mod ;) .