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Once terraforming technology is unlocked, an event a couple of years later grants a research option for a tech called Biological Planetary Integration, which enables hive world terraforming. The ascension perk is not required for this ability, though its bonuses and the unique spawning district still depend on it. Gaia worlds cannot be converted without the perk, and tomb or barren worlds remain restricted until climate restoration is completed.
I’m also exploring new ways Zro could tie into the origin, such as council agendas that function like rituals and summon entities at the cost of Zro (still uncertain if it’s possible, but worth exploring). If you have ideas of your own, I’d love to hear them. My goal is to make this origin feel like a clear step up from the Chosen civic.
It's not much of an issue, it just messes with the performance for multiplayer for guys with lower end PCs that i play with.
Great mod, and really enjoy it man.
Heaven’s Bulwark is now live! This origin gives you early access to the orbital rings tech and starts you off with a Tier 2 orbital ring on your capital.
Please let me know if you run into any bugs or balance issues.
Note: This mod overwrites the orbital rings megastructure file to apply a -30% build cost modifier. It can be loaded before other mods that touch the same file, but you’ll lose that modifier if you do so.
Does the coding just mess up the initialiser and cluster too much?
Thank you for the mod.
@Nikal It used to just kinda work before the AI rework way back when. Once the AI started becoming relatively competent, it became BUSTED. In it’s current iteration, it removes the buffs given from the civic from all members but you still have to deal with their sheer AGGRESSION and that’s what really breaks it. For that reason, I set ai weight to 0. Genocidal origin go brrrrrr
Implementing this is quite simple, for example you could add that variable to KO_test_variables.txt and name it something like "@kek_origins_active = 1".
Thank you for hearing me out.
That said, I did catch a separate issue where the second planet from Terraforming Pioneers was trying to adopt a nonexistent planet class – that’s on my radar now. Otherwise, all other planets appear fine in terms of planetary features.
As for PD compatibility: this mod doesn’t modify any PD content directly. The only interaction is the pdignore flag (defined by PD) added to the Terraforming Pioneers starting colony, which prevents it from auto-converting to a different subtype. No PD planet classes, features, or scripts are touched.
Planetary Diversity is compatible. The only problem I’m seeing is with the Terraforming Pioneers origin, its starting colony doesn’t receive the unique planet modifiers from PD’s special planet types.
I wouldn’t worry too much about compatibility, if you’re curious, check the !!OVERWRITES!! discussion I pinned.