Cryosleeper 2.0: Domain Electric Boogallo Edition
Ashes of The Domain of Man
NOT Save Compatible with prev version (1.4.0)
For now mod has interactions with :
Have you always dreamed about restoring the Domain?
Have you always wanted to laugh at Chicomoztoc for having ONLY size 8 population?
Do you hate the current power balance in Persean Sector?
Say nothing more
Introducing Ashes of The Domain of Man
Description:
That mod focus on reworking mechanics of Cryosleeper and Cryorevival Facility, making Cryosleepers, even more valuable to look for
That mod has started as a rework of Cryosleeper mechanics, now it evolves into mod, with new industries, special items and missions, that would allow you to fully restore the Domain to it's former glory, as an endgame challenge
Mechanics Reworked/Done from Scratch
Spoiler
Cryosleeper, Cryorevival, and Cryoharvester Mechanics
First up: No more ten light year radius of Cryosleeper effect. Instead you are given option to repair Cryosleeper and park it on planet
Second of all: Now Cryorevival Facility can be builded only but only on planet, where you parked Cryosleeper.
Third of all: New Industry : Cryoharvesting Facility: Instead of population growth you get sick Organs for trading on Black Market
And the most impactful change. Now Cryorevival Facility allows to for population growth of planet past size 6 up to 10!
Growth rate, Max Population growth and number of organs produced by Cryoharvester can be changed in modSettings.json in Config file
Spoiler
New Basic Industries, available from start
Underworld : A more profitable and shady version of Commerce, enables black market on Player's colony where is built, it will increase income, but it will give huge stability minuses
Tourism Center: A center, where people from Sector can relax and forget for a brief moment about all struggeles. It will be only available to build on planets with mild climate
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Additional Industries available after researching blueprint
For now the list is small, because that would be one industry for now
Electronic's Industry: Only few worlds in Peresean Sector maintaned industries capable of producing sophisticated Electronic's. With that industry a new commodity would be added, later used mostly by Stella Manufactorium
Bureau of Logistic: (Upgraded from Waystation) A logistical heart of every colony. It would massively increase market accesibility.
Planetary Defence Force : A structure that generates soldiers in storage when you have too big argument with someone from Hegemony
Spoiler
Capital Building Mechanics
There are total 5 new structures that are in Capital group. Those are representing power of your faction ( For now they gave all same bonuses i want to make every capital unique) You can only build them on size greater than 6 planets, when the total size of your markets is greater than 20. When you start building capital, basically you dedicate entire planet to be your capital;, there is no going back when you do it BE WARNED. As long as you control your capital you get +3 stab bonus in capital and +1 stab on everysingle one planet in your faciton but be carefull because *** is about happen when you lost your capital
Future Plans/WIP
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Stella Manufactorium [WIP]
"There are always druken stories in bars about mysteries of Persean Sector, burried in Ruins of an old and forgotten past since Collapse, some say that there are massive ships, carrying milions uppon milions of people , who now slumbers in Cryosleep, some on the other hand claim that, on the far edges of sector , they have seen a planet covered in Red glow. Those are stories, but in every story there is always a little of truth. You ventured into space to look in ruins for treasuers, that would bring you wealth and fame, and yet you only finded specific blueprints for peculiar industry. You give them to your scientist to analyse the contents of your findings. To your supprise, you have just founded a Holy grail. A blueprint for advanced, sophisticated industry, capable of producing all special items, used in industries, that plans how to manufacture them have been lost to time. You know that this, this can really tip the balance of power in Persean Sector, of course if you willing to do so are you ? "
New : Stella Manufactorium that would produce special items like Pristine Nanofroge, and new special items that would allow you to upgrade every single one of your industry.
New item : Starforge - Special item that, with industry blueprint will be optainbale in specific questline, essential to make Stella Manufactorium Work.
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Project: Theodosian's Revenge
REDACTED FOR NOW
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Flavour Updates and Possible compability updates with another mod
I won't be hiding that, there were mods that inspired me to make that mod and if you as author of mod want to make compability patch between our mods feel free to write
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New Winning Conditions ( Nexerlin will be required)
Like for example having specific blueprints, or build certian structures that will be in next point:
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Additional Megastructure : Project Zeus
You heard me right. As a faction that want to restore Domain you will be able in your quest for power find new destroyed megastructure that you would be able to repair. It would spawn on one planet unique type of industry, impossible to be supported without the megastructure itself. What i can say, there is no industrial might withour rescources that would support it.
Patch Notes
Spoiler
Ver 1.5.0
new: Added new commodity, electronics, they are used in heavy industry
new: Added Capital Buildings and Capital mechanics: Basically Capital buildings are unique , you can only build one of them in entire faction. By building this you commit one Planet in sector permamently to be capital of your new Empire. It gives bonuses to all planets but i don't recommend losing your capital. or leaving it so when you decide to build, build it being sure for 100% that this place will be your capital
new: Improved Vanila Industry Blueprints Mechanic : for now only 3 industries beside planetary shield use that mechanic. They can be find by using Techmining
new: Planetary Defence Force structure, you need to find blueprint first to build it
new: Added new industry : Electronics: To build them you need to find blueprint
fix: Fixed Waysation bug, that had stats of Bureau of Logistic
nerf: To build Bureau of Logistics you need to find blueprint for it first
Ver 1.4.0
new:Underworld : A more profitable and shady version of Commerce, enables black market on Player's colony where is built, it will increase income, but it will give huge stability minuses
new:Tourism Center: A center, where people from Sector can relax and forget for a brief moment about all struggeles. It will be only available to build on planets with mild climate
new:Bureau of Logistic: (Upgraded from Waystation) A logistical heart of every colony. It would massively increase market accesibility.
new: When Substance Abuse is enabled Tourism Industry demands alcohol to work properly
Ver 1.3.1
fix:Fixed bug that sometimes Cryosleeper was somehow added to player's blueprint, allowing for producing it
fix: Cryosleepers are no longer available from custom production.
fix: You can't double park cryosleeper or double hide it on planet
fix: Now Cryoharvester is working properly, not producing 22 organs on size 10 planet
Ver 1.3.0
new: Added a second option when you park Cryosleeper, to hidden it on planet and start biggest organ harvesting opperation in Sector(That decision is pernament)
new: Added a new industry : Cryoharvesting Facility
Ver 1.2.0
new: Now you can relocate your Cryosleeper
new: Depletion mechanic : with every time when colony grows past size 6 ( from 6 to 7, from 7 to 9 etc etc...) population in Cryosleeper depleets (There are 4 Stages), so you can
relocate 4 times Cryosleeper to 4 different worlds to make them size 7 words, and then Cryosleeper is empty of people.
new: When you have Cryosleeper in your fleet and named it, that name will be displayed on parcked cryosleeper
new: there is modSetting.json in config file, where you can adjust the rate of growth and the max size of colony's growth
fix: Now Cryosleeper is being put on orbit of designated planet, not their moon
Ver 1.1.0
fix: Now Cryorevival Facility option to build shows properly
feat: Now Cryosleeper is visible from orbit
Ver 1.0.1
hotfix - Now cryosleeper is removed properly from fleet after deciding to put him on orbit
Ver 1.0.0
Inital release