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This page was last updated on 22 December 2023, 7:50PM
- Changelogs
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Version 1.0-4.01
- Many changes to ship designes. AI should build better ships, with better role designations that fit their capabilities.
- Nearly all threat/fortitude/value settings changed
- Components that didn't cost maintenance will correctly say they don't.
- Really good equipment will cost maintenance
- Figher moduels will cost maintenance
- Added a cargo hull carrier design template
- Ship levels give varying evasion bonuses of +4 for tiny to +0 for huge.
- removed ShieldPunch and ShieldLeach because they don't work
- shields moduels use shield graphics instead of point defense graphics.
- hitpoint boosting moduels moved to moduels from support screen
- cargo hull given 1 maintenance so offset "sensor barge" scouts. Trade modules give -1 maintenance to cancel it
- Mercenary ships changed to be more useful with more appropriate weapons strengths, level bonuses, and combat roles
- tourism nerfed so it's half what it was before in most cases
- most tourism bonuses change from multiplier (which did nothing if the colony wasn't already generating tourism) to a flat value (starting tourism income)
- many tourism sources are 0.001 (0.1% of influence). the interface can't show a number that small so it shows 0% but is does work
- Major Snathi changed back to unrelenting from slavers, with scavengersAbility additions
- minor faction MINOR_BRAINY'AK allowed to talk and trade technology again, as that was the reason they existed
- determined gives intended range bonus
- Angry now gives free ship with culture trait unlocks
- Entrepreneur correctly gives morale to trade route connected colonies
- some synthetic improvements moved to cybernetic. Yor remain the same since they are both, but custom civs will be different.
- MasterBlackMarketTech gives increased trade income and licences, and along with the black market improvement is available to ScavengersAbility, DeterminedAbility, AngryAbility, SneakyAbility, ResourcefulAbility, WarProfiteersAbility, ZealotsAbility (slavers), and DiscreetAbility
- several improvements again given with ScavengersAbility that were in the original Snathi release. SlavePit, SlaveRecycler, MasterXeonMysticism, MasterPrecursorRelicUnderstanding, MasterMolecularFabricationTech.
- silicon life can colonize radioactive planets at start instead of frozen
- exterminations can colonize toxic worlds at start instead of synthetics
- Handy traits apply to colony, starbase, and starbase maintenance
- popular tourism bonus much smaller (shown as 0 but it's a display error)
- resiliant bonuses made flat increase instead of multiplier
- ConvertDeadWorldArtifact is cheeper, gives more charges, but isn't infinately repeatable
- some give wealth adjacency when previously gave another bonus bonus twice without stacking
- guardians follow escorts first rather than supports. This allows guardians to contribute to the fight instead of waiting until the battle's already lost. Interceptors still must target guardians first so supports aren't more vulnerable.
- all cultural traits given AICategoryWeight changes so AI personalities are reflected more in choices
- fix traits giving one more colony bonus than listed. Example: bonuses for just the capital were going to capital and first colony.
- ProminenceTrait4 gives 5 rather than 1 influence
- VigilantTrait2 gives engineers as they did before. Their "favored" effect moved to AweTrait2 "feared"
- culture per turn bonuses on one per civ improvements increased from 0.1 to 0.5 or 1
- changes to lost treasures improvements' types and adjecency to fit better fit with other improvements. Some stat changes to be accurate with descriptions.
- Changes to lost treasures ship components to better match descriptions
- theocracy now from devout ability
- unity now from certain ability
- non-combat government ships lose life support to attempt to keep them from leaving home.
- non-combat government ships given AI tags similar to some mercenary ships to attempt to keep them from leaving home.
- Many events fixed to match their descriptions
- some events give more culture points if another option has the same effects but better
- many missing secondary types on improvements added for adjacency. Mostly affects "all manufacturing" and social construction
- maintenance increased proportionally on a lot of things that give raw production, population cap, manufacturing, or science. Including maintenance increase from adjecency bonuses. This balances how easy it is for a human played to pump these values up high while the AI can't optimise nearly as well.
- changed some things from flat to multipliers when they were insignificant
- removed ColonizationCenter, KimbreysRefuge from silicon life
- rebalanced influence
- increased trade moddifiers
- removed tourism adjecency levels from tourism buildings
- DrathianTemple moved to profiteers technology, which the Drath have
- many influence and income bonuses changed from tiny flat to moderate percentage bonuses
- cybernetic research improvements are now also ship construction type. This was a thing before when it was called "millitary". I've put it back for the uniqueness.
- can no longer double up on MolecularFabricatorc by upgrading it
- BirthingPools better
- references to planetary defense, which is no longer used, changed to resistance
- death furnace gives much more production
- AquaticBiospheres3 changed to one per civ like it's predicesors instead of per colony
- tourism improvements weaker but get a base increase from levels
- most tourism improvements no longer give tourism adjecency levels
- range increases of 1 from technology increased to 10
- MasterRecovery reduced from 1 bonus resources per turn to 0.1
- tech that gives increased ship repair also increases starbase repair
- MasterCreativeRecycling gives the intended ship building bonus
- weapon stat bonuses adjusted
- some bonuses previously just for ships affect starbases as well now
- several weapons related bonuses from EntrepreneursAbility moved to WarProfiteersAbility
- MasterAcquisitionTech effects that didn't work, now do
- MasterVicious available to AngryAbility and UnrelentingAbility as well
- MasterFortification gives a starbase hitpoint bonus
- equipment cost reductions increased
- MasterOpenCitizenship correctly decreases approval
- MasterBlackMarketTech gives increased trade income and licences, and is available to ScavengersAbility, DeterminedAbility, AngryAbility, SneakyAbility, ResourcefulAbility, WarProfiteersAbility, ZealotsAbility (slavers), and DiscreetAbility
- defense moddifiers increased slightly for ship sheilds, and a lot for ship armour
- tech that lowered the cost of ship equipment are now better
- fixed extreme planet bonuses so they progress up the tech tree (with UltimateAdaptability only getting the max) rather than giving their max after XenoAdaptationTech, which in most cases is before you can even colonize them
- several planet features changed to be more like what the game describes or less like other features
- added missing DisableColonizationEvent to planetDefs
- Starbase kinetic weapons changed to thulium costs
- defense modules powered up in relation to weapon's effectiveness.
- reduced resource cost of mining modules so they don't take 80 turns just to break even.
- changed expensive resource specific mining modules from 0.1 flat increase to 100% multiplier.
- all modules give small hitpoint increase
- military ring gives 50% hitpoint bonus to the starbase
- changed StatValueFlavorDefs.xml to have short/medium/long and fast/medium/slow to fit current values rather tham pre crusade numbers
- retired citizens still give their level bonuses rather than just 2% moddifier
- some citicens that previously died on promotion now retire
- Admiral and commander ships gets move bonus per level so they don't hold back advanced fleets.
- effect of planets' raw production on trade route value increased
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- Author's activity
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December 2023
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22 Dec 2023, 7:50PM | Action by: iRedEarth
Attribute change
'Summary changed.'
January 2021
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22 Jan 2021, 7:20PM | Action by: iRedEarth
Attribute change
Summary changed.
Description changed.
June 2020
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25 Jun 2020, 7:36AM | Action by: iRedEarth
Attribute change
Description changed.
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25 Jun 2020, 7:31AM | Action by: iRedEarth
Mod published
Red Earth Mod
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25 Jun 2020, 7:31AM | Action by: iRedEarth
Mod article added
The beginning
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25 Jun 2020, 7:30AM | Action by: iRedEarth
File added
Red Earth Mod [version 1.0-4.01]
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25 Jun 2020, 7:25AM | Action by: iRedEarth
Permission change
Users can now upload this file to other sites.
Author changed their permission instructions.
Users can now use this file in any mods/files that are being sold.
Users can modify this file.
The author is now allowing a discussion tab.
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25 Jun 2020, 7:22AM | Action by: iRedEarth
Changelog added
Change log added for version 1.0-4.01
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25 Jun 2020, 7:17AM | Action by: iRedEarth
Mod image added
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25 Jun 2020, 7:14AM | Action by: iRedEarth
Mod created
Red Earth Mod
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- Mod page activity
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September 2022
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12 Sep 2022, 10:06PM | Action by: loiselito34
Tracked
'Red Earth Mod'
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05 Sep 2022, 3:47AM | Action by: ALL111
Endorsed
'Red Earth Mod'
April 2022
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04 Apr 2022, 8:07PM | Action by: Dissident56
Untracked
'Red Earth Mod'
March 2022
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31 Mar 2022, 1:23PM | Action by: Dissident56
Tracked
'Red Earth Mod'
January 2021
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28 Jan 2021, 5:07PM | Action by: Knofbath
Tracked
Red Earth Mod
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03 Jan 2021, 9:25AM | Action by: Snaiy
Endorsed
Red Earth Mod
August 2020
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29 Aug 2020, 4:23PM | Action by: Statina
Endorsed
Red Earth Mod
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25 Aug 2020, 6:39AM | Action by: Statina
Tracked
Red Earth Mod
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