More concept
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@ -129,6 +129,52 @@ Space Age Extended adds new Tiers:
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* Tier 5: Post Aquilo planets with late-game unlocks.
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* Tier 5: Post Aquilo planets with late-game unlocks.
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* Tier 6: Shattered planet (either vanilla Space Age or the modded one).
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* Tier 6: Shattered planet (either vanilla Space Age or the modded one).
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### Tier 1
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The progression in this tier is linear (opposed to the other tiers).
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Planets in this tier unlock wood, steam, automation, logistic, chemical and space science.
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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.
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### Tier 2
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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.
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Planets in this tier unlock military, production, utility and nuclear science.
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Travelling to and between planets of this tier requires the space ship to be protected against medium asteroids (gun turrets).
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### Tier 3
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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.
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Each planet is missing one important resource that must be imported from lower tier planets.
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Planets in this tier unlock metallurgic, electromagnetic and agricultural science packs. The science pack for the train upgrades is not defined yet.
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Travelling to and between planets of this tier requires the space ship to be protected against medium asteroids (gun turrets).
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### Tier 4
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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.
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Each planet is missing several important resources that must be imported from lower tier planets.
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Besides the cryogenic science pack, not much is defined yet.
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Travelling to and between planets of this tier requires the space ship to be protected against big asteroids (rocket turrets).
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### Tier 5
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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.
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Travelling to and between planets of this tier requires the space ship to be protected against huge asteroids (railgun).
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### Tier 6
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Whether this tier should be the vanilla shattered planet experience or something else has to be discussed.
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## New planets
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## New planets
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New planets are listed by their theme since they don't have a final name yet / a modded planet hasn't been selected yet.
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New planets are listed by their theme since they don't have a final name yet / a modded planet hasn't been selected yet.
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@ -198,7 +244,7 @@ To be discussed.
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* Tier 3: Trains become weak with tier 3 unlocks so the upgrades should be put there.
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* Tier 3: Trains become weak with tier 3 unlocks so the upgrades should be put there.
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* Unlocks: Train upgrades.
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* Unlocks: Train upgrades.
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* Properties: long travel distances because of low resource frequency or islands.
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* Properties: long travel distances because of low resource frequency or islands.
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* Possible candidates: Fulgora, Arig, Moshine, any planet with reduced resource frequency.
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* Possible candidates: Fulgora, Arig, Moshine, Pelagos, any planet with reduced resource frequency.
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### Fusion themed planet
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### Fusion themed planet
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@ -268,6 +314,7 @@ Remaining unlocks on Nauvis:
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* This includes the rocket parts cost. It makes the game very slow early on.
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* This includes the rocket parts cost. It makes the game very slow early on.
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* Setting up the wood production is very slow. It should be sped up.
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* Setting up the wood production is very slow. It should be sped up.
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* Ore crushing from Crushing Industry could be tied to Muluna. The addition of sand, glass and concrete mix have to be discussed.
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* Ore crushing from Crushing Industry could be tied to Muluna. The addition of sand, glass and concrete mix have to be discussed.
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* Cliff explosives could be moved to here.
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### Fulgora
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### Fulgora
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@ -299,4 +346,4 @@ Either way, cliff explosives should be tier 2.
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Planets that should probably find a spot in this modpack because they are unique or very polished:
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Planets that should probably find a spot in this modpack because they are unique or very polished:
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* Maraxsis: Very unique setting and very polished.
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* Maraxsis: Very unique setting and very polished.
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* Moshine: Both the desert setting and the AI theme are unique.
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* Moshine: Both the desert setting and the AI theme are unique (could be used for modules or quality).
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