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Jokes aside, the ecu has some unique zones. So its hopefully more than just another ecu. If you guys have some cool/thematic zones ideas, I could easily add them :)
I prefer relic worlds over ecumenopolises because they can only be found-and rarely at that-as well as being really the only source in the game capable of mass producing minor artiifacts which is useful for some niche builds I sometimes run. If I wanted a ecumenopolis I could just build one.
2. If a non-ancestors origin captures the world, they can work the relic forge jobs, but cant upgrade the building or use the smithing mechanic. ( if you see an ancestors AI wait for it to max out the building first, before taking the planet)
is there an optimal empire to play as the ancestral? I started heavily focused on materialist and curator.
- failsafe after you terraform to ecu to not lose the forge
- fix industrial zone job numbers
- new zone: hive spawning pools
- small buff to relics ( bigger changes will come after my vacation, looking at you sword )
- rune mining districts now only cost half a district slot ( cause its underground, you know)
And hey if you got the time reading this, 2 things:
- Malthus, derega and me worked hard on a Modjam submission "Theophany", about raising a shroud entity to godhood. Check it out :)
- Im gone for the next weeks so pls dont spam "pls fix" if vanilla updates break this again
Have a nice eve
Commanders may have too many non combat modifiers, maybe have to change some governing to combat related ones. Officials dont really have many options to play around with. (Except some really weird new stuff e.g unity from artisans). Something I might consider is buffing relics and slowing down crafting speed. Meaning less, but stronger relics overall.
To be fair, I only played few runs and rolled for like 40 relics, so my sample size is not very big.
Previous system was better for leaders, but I do need to admit that it was too OP, so I understand the need for change.
Also, mod disctrics are displayed as Unspecialized Acrhologies even after being specialized.
--Reforged Update--
Relicforge:
- Relicforge no longer provides mass jobs
- Custom Zones added
- Lategame event + building realted to living metal
- Non Runesmiths can now use conquered Relicforges to a degree, Found an AI runesmith? Steal the forge!
- Catalytic job swaps for all custom jobs ( in name only, food to unity was already a thing!)
Relics:
- New modifiers !
- Old ones got replaced by the new 4.0 system
- 25 possible modifiers per relic, 7 shared between all relics, 18 depending on relic and leader class
Living Metal Demon event chain:
- Random digsite can appear around midgame
- Unveil the mystery of an ancient prison
- Several choices for how to deal with "it"
- New custom portrait! look images for preview
- 4.0 modifier and tooltips cleanup