YorSchism
⚪ Last updated 2016🔍 Analysis
- 🏆 #19 of 19 Factions mods in this game by downloads
📋 About This Mod
The Yor have experienced a with a schism and gone in different directions that disagree on how they should handle their oozing biological neighbors
- <br /><br />[] Syntheticlife ability had the popcapoyor raised from 15 to 20 & it was given a baked in goodsandservices (morale) bonus because morale is based on biologic population densities]. in the past it was relatively common to see planets below pq10 all the way down to minhabitable, but somewhere along the line that got changed and it's uncommon to see anything below pq10.things are made worse by the fact that the only planet/natural improvement that affects it is precursor worlds nuking it by the same % as food <br /><br />[]Planet qualities and densities were adjusted to give somewhat more poor/average planets & less great/incredible ones. this was made up for by also giving less dead worlds making 2-3 planet systems more common & actually existing. <br /><br />[]Extreme world colonization moved to age of expansion from age of war & had its cost reduced from 128 to 25 because as long as adaptable is chosen, it does absoloutely nothing since you already have that. no other racial ability is simply a tech that also forces you to research it. the cost reduction was <br /><br />[] terraforming has had its cost raised by the amount removed from extremeworld colonization <br /><br />[] Synthetic races start with a different colony module.. it's MUCH more expensive than the base one (27>140), has a higher population capacity (3>6), and constructs additional colonists when colonizing resulting in a colony able to function at some costs elsewhere. <br /><br />[] all of the labor & resources the synthetic Yor save by not needing to farm, eat, or procreate by biological means has been applied to things they do care about. The base Yor are now copied as Yor. True & have: <br /><br />[] productive1 <br /><br />[] clever1 <br /><br />[] economical1 <br /><br />[] +Fertile4 <br /><br />[] +Handy1 <br /><br />[] -dense2 <br /><br />[] +dense1 <br /><br />[] +Militant1 <br /><br />[] Traders4 <br /><br />[] +Farmers4 <br /><br />[]for a total of +/-0 (Ie completely possible for a custom race through the ui) <br /><br />
- <br /><br />[] the base yor also now start with 18 pop instead of the absurd 10 they used to get even when their cap was simply 15 <br /><br />[]The base Yor tech tree's text has been updated to add increased flavor as well as the occasional bit of a textualized gestalt language that would include raw data along with words. <br /><br />[]Yor Gestalt is based loosely on a language like objective python where you have function.subfunction.evenMoreDefinedFunction.soOn.andSoForth where each of those would include a definition, context, etc. <br /><br />[] This causes some of the tech briefings to overflow beyond the screen. I considered changing this, but the effect seemed to work well to spotlight their adaptation to aural linguistic language being an awkward one... plus it would have been a pain <br /><br />[] I chose not to include any distinction for plural/singular in it for two reasons. 1. it stands to reason that it would normally be passed to the functio itself when expressed in communication. 2. there are a number of languages on earth that do just that (i.e. japanese lacks singular/plural noun versions but has a bunch of suffixes for adjectives based on traits like shape of adjectives and such). <br /><br />
📊 Mod Details
- Game
- Galacticcivilizations3 Mods
- Author
- jmalaspino
- Version
- 1.0
- Downloads
- 58
- Endorsements
- 5
- Category
- Factions
- Created
- 7/13/2016
- Updated
- 7/14/2016
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