More concept

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Simon Brodtmann 2025-11-05 18:02:43 +01:00
parent 15e21e5446
commit d00dc09275

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@ -129,6 +129,52 @@ Space Age Extended adds new Tiers:
* Tier 5: Post Aquilo planets with late-game unlocks.
* Tier 6: Shattered planet (either vanilla Space Age or the modded one).
### Tier 1
The progression in this tier is linear (opposed to the other tiers).
Planets in this tier unlock wood, steam, automation, logistic, chemical and space science.
Between planets of this tier requires no defense on a space ship. Since this is the preparation for unlocking space travel, the transition between the planets (moons) is not the regular kind in the beginning.
### Tier 2
This tier should feel similar to the old tier 2. You go to a planet. You can bring all the goodies or start from scratch.
Planets in this tier unlock military, production, utility and nuclear science.
Travelling to and between planets of this tier requires the space ship to be protected against medium asteroids (gun turrets).
### Tier 3
This tier contains the powerful 50% prod bonus unlocks (foundry, EMP, biochamber), turbo belts, stacking and train upgrades to compensate for the strong belt and pipe upgrades.
Each planet is missing one important resource that must be imported from lower tier planets.
Planets in this tier unlock metallurgic, electromagnetic and agricultural science packs. The science pack for the train upgrades is not defined yet.
Travelling to and between planets of this tier requires the space ship to be protected against medium asteroids (gun turrets).
### Tier 4
This tier is quite similar to the normal Aquilo-tier. A few extras are added to get a certain end-game feeling and the unlock are distributed amongst more than just the one planet.
Each planet is missing several important resources that must be imported from lower tier planets.
Besides the cryogenic science pack, not much is defined yet.
Travelling to and between planets of this tier requires the space ship to be protected against big asteroids (rocket turrets).
### Tier 5
The end-game tier with technologies that can lead to ridiculous numbers. This tier is open to more extreme ideas. Planets can be rather difficult.
Travelling to and between planets of this tier requires the space ship to be protected against huge asteroids (railgun).
### Tier 6
Whether this tier should be the vanilla shattered planet experience or something else has to be discussed.
## New planets
New planets are listed by their theme since they don't have a final name yet / a modded planet hasn't been selected yet.
@ -198,7 +244,7 @@ To be discussed.
* Tier 3: Trains become weak with tier 3 unlocks so the upgrades should be put there.
* Unlocks: Train upgrades.
* Properties: long travel distances because of low resource frequency or islands.
* Possible candidates: Fulgora, Arig, Moshine, any planet with reduced resource frequency.
* Possible candidates: Fulgora, Arig, Moshine, Pelagos, any planet with reduced resource frequency.
### Fusion themed planet
@ -268,6 +314,7 @@ Remaining unlocks on Nauvis:
* This includes the rocket parts cost. It makes the game very slow early on.
* Setting up the wood production is very slow. It should be sped up.
* Ore crushing from Crushing Industry could be tied to Muluna. The addition of sand, glass and concrete mix have to be discussed.
* Cliff explosives could be moved to here.
### Fulgora
@ -299,4 +346,4 @@ Either way, cliff explosives should be tier 2.
Planets that should probably find a spot in this modpack because they are unique or very polished:
* Maraxsis: Very unique setting and very polished.
* Moshine: Both the desert setting and the AI theme are unique.
* Moshine: Both the desert setting and the AI theme are unique (could be used for modules or quality).