Traditional Culture Encyclopedia - Traditional festivals - Swarm star too vain wandering mod sharing
Swarm star too vain wandering mod sharing
Groups of stars too vain wandering mod share
1. basic
This mod from the "too vain wandering" this national policy to start, almost all of the content need to open the choice of this civic nature, because it takes up 1 point civic nature points, so after that will be based on the chosen ideology or political system, respectively, can be amended. Modifications are available. Furthermore, the mod is not dependent on planets and populations (pops) to survive at all, and even if it loses all of its colonies, it can still rise again, as opposed to fleets, especially homeworld fleets, which need to be protected. Any extreme ideology or Gestalt regime can be loaded with this policy, and each can be used as a special branch of government
After unlocking more policy points, you can choose from the following new additions: Discursive Atmosphere, Exploratory Instincts, Radical Confrontation, Production Fleet, Orbital Industry, Efficient Liaison, Freedom of Trade, Crime Fleet, Private Fleet, Interstellar Verticals, Freedom Fleet, Armed Missionaries, Warrior Culture, Production Fleet, Arms, and Freedom Fleet. Missionaries, Warrior Culture, Production United, Slave Fleet, Orbital Industry, and 40+ other national policies.
2. Technology:
In order to adapt to the economic system of the homeworld ships, this mod deliberately shielded a lot of buildings or technology that can only take effect on the planet, and added the homeworld ship economic system is unique to the corrective and production components of technology. Civ exclusive techs, for each type of hobo branch (Civ), you get a line of techs, and the final tech rewards are very attractive.
3. Traditions
The traditions of the Travelers have been replaced to accommodate the lack of population, and the new traditions are adapted to the needs when using the Traveler polity.
4. Origins
A variety of origin openings suitable for nomadic polities have been added to enhance the sense of immersion
Some Frequently Asked Questions
1. Doesn't Taixu Wanderlust not need planets, why is there a population and planets in the opening?
It's because of stupid ass hard code restrictions. Special projects require at least one place to start the project, which can be a ship or a planet, but for special projects that don't seem to have a "scope" (e.g., your diplomatic deciphering project with a neighboring country), they start in the capital city by default, which means that you should keep at least one ball in the beginning. Of course, you can always blow up that ball inside the planet decree.
2. Why can't I see the combined ship output for my homeworld ships?
It's because of stupid ass hard code limitations. I can't, at least within my capabilities, do something in the ship design interface that would instantly show production numbers like the planet interface (I haven't found an interface for that statistic at all)
3. Why isn't there a restriction on traits that are only optional for the Taixu Wandering State Policy?
Because there is no such statement. The trait only supports the statement of mutually exclusive traits and cannot accept other judgments.
4. Can I build a ship with a homeworld ship?
Yes. Homeworld ships are divided into Resource and Dockyard types, with the Dockyard type being similar to the new 2.6 Juggernaut, which can be moved around to build ships. In addition, mega homeworlders can also build ships
Link to the workshop
The homeworlder is the first homeworlder in the world that can be used to build ships.
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