This mod is currently under a huge revision! Ill be actively communicating with the community throughout its development. All suggestions, ideas, criticisms very welcome! Become part of the development!
v0.2.1 (stable) Experimental Build available for public testing! (v0.2.1 Changelog.txt in file's root folder)
v0.2.1 Changelog: (5/27/14)
-Due to a typo on my behalf, Concussion missiles required a LOT of dilithium crystals. I changed it to needing ten Common Minerals like it was supposed to.
v0.2.0 Changelog: (5/26/14)
- Changed names of most luxury resources into something more generalized
- increased amount of Rare minerals lava planets can have by 20%
- Decreased amount of Common Minerals lava planets can have by 30%
- Decreased amount of organics a marshy swamp planet can have by 10%
- Added new Manufactured Luxury Resource: Food Products, starts producing at one billion pop, 50% development level. Is a required resource for colony growth
Do you find the old resource system awkward, unimmersive, and ultimately unbalanced?
Well thanks to DW:U this is about change radically!
I plan on Completely rebuilding the current resource system from the ground up! Simplifying it without taking away any strategic and economic depth, but most importantly turning up the realism factor and just making more sense in general. Plus of course some new additions later on ;). (How do you get all those resources in pre-warp if your homeplanet is only supplying 5? And how are you getting this mystery gas caslon? AND WHAT ABOUT SMARTPHONE AND TWINKIES!?!?)
The New Strategic Resources:
Each group will potentially be found on every planet, only varying in abundance depending on type. Like volcanic planets will be mineral cows, and have higher percentages of radioactives and common minerals, but little to no organics. While Swampy Marsh planets will have the highest organic percentage of all planets, though are slightly lacking in radioactives and rare minerals compared to Continental, which is almost the same but higher in common and radioactives, though lower in organics. Barrens will be the only planet that can have a chance of having only one or two of the groups.
Renamed Luxury Resources
Thought it was strange the the Ekarus could be found on multiple swamp planets? Well I renamed most of the Luxury resources to have less specific names and represent something more generalized. But I didn't mess with resource chances or abundance so they should work like normal
New Manufactured Resource
Food Products will make an appearance after your population reaches one billion pop (a minimum development level of 50 is required, though you would have reached that long before your population gets to 1 billion) Food Products acts like a free luxury resource the second your population gets high enough, and the amount you will get will vary from planet to planet, with marsh having the highest possible output and Lava having the lowest, though all planets have near equal potential to produce a decent amount of food. These food products are required by developing colonies in order to grow and lots of it, at least until they can become self-sufficient and will start producing their own surplus. This will now make defending those trade routes to those new colonys from your core ones even more important!
These are the current percentages for each planet type as of the v0.2.1 Experimental Build.
(Note these are not chances of the group appearing, but the actual abundance.)
Common Minerals 15-45%
Organic Materials 10-50%
Common Minerals 10-45%
Rare Minerals 2-15%
Organic Materials 30-70%
Common Minerals 10-40%
Rare Minerals 5-15%
Organic Materials 15-50
Common Minerals 10-45
Rare Minerals 2-20
Organic Materials 5-30%
Common Minerals 10-35
Rare Minerals 2-15
Organic Materials 1-10%
Common Minerals 15-50
Rare Minerals 10-70
Organic Materials 1-10%
Common Minerals 15-50%
Rare minerals 1-15%
Organic Materials 1-5%
-The components and their resource requirements will as a result receive a total overhaul. Due to each planet now having every necessary resource to some extent, each component will be much more expensive. Like if it required five steel and two chromium before (which are considered common minerals) i'll add those two together and double the sum so it will then require twelve Common Minerals. Also due to the initial goal of this project (which was just to have pre-warp make a bit more sense) all starting components wont require any gases to build (since gases cant be on the same planet as minerals at one time due to design limitations, though each planet still has a supply of each gas for some reason. I can't figure out how to modify what resources each planet starts with. Ohh well, doesn't really hurt much.). Everything else gas requirements wont be changed.
But how do early ships fuel themselves if there isnt any gas available? (pretending you don't magically have every gas stockpiled on your planet for the time being)
Well Radioactives are a third, early game fuel. Due to the scarcity of radioactives, fueling your ships early pre-warp will be difficult until you upgrade your reactors to caslon (which the name will be changed later, considering caslon doesnt exist..)
-more manufactured resources
-Semi-common Strategic Resources!
v0.2.1 RRR Expirimental Download:
Just unzip the file to your Customization Folder in your root Distant Worlds directory. :)
Make sure to create a new game.
Please note that though its considered "stable" it still needs a good deal of balancing and things are pretty tight in the beginning. Though im saving all balancing and tweaking for the big update. But if you do find an issue in this version that is glaringly severe enough pkease tell me and ill gladly hotfix it. :)
Under no circumstances are you allowed to include this in a modpack or upload any modified version unless I have given you permission to do so. So just ask :)
< Message edited by uberknight72 -- 5/29/2014 7:31:46 PM >