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Distant Origin
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{{Mod |logo=Distant_origin.png |type=Events, Galaxy Generation |author=mzilli |status=Updated for 3.3.* |forum=[[forum:1062776|Forum]] |steam=1249001485 }} '''Distant Origin''' is a mod that expands on the Lost Colony and Remnant origins, and adds several more as well. Players can play as a race of refugees exiled by an invading alien race, desperate to retake their homeworld at all costs. Or they can play as the homeworld itself in the expanded Remnants origin, searching the universe for their own lost colonies scattered throughout the galaxy. There are a lot of possibilities, and virtually all of them should be compatible with most mods since no significant vanilla files are touched. ==Overview== === New Features === * If you have the {{iconify|Lost Colony}}, {{iconify|Shattered Ring}}, {{iconify|Void Dwellers}}, or {{iconify|Calamitous Birth}} origins (or one of the modded ones listed under [[Distant Origin#Compatibility|Compatibility]] below), a solar system will be spawned somewhere in the galaxy containing your species' true homeworld. Exactly what you'll find there is a mystery, but locating it and potentially moving back in will yield rewards. This is similar to how Lost Colony already works in vanilla, but with more possibilities in how your homeworld fared after you left. * If you have the {{icon|World Shaper|24px}} Interstellar Exiles origin, a backstory is created in which your population was forcibly expelled from your homeworld by an invading force, and eventually re-settled on a distant world. Combining this with the new Vengeful Refugees civic creates an event chain aimed at re-conquering that lost homeworld. The game will generate an appropriate {{icon|Expansionist|24px}} Contested Capital empire, or you can create your own in the empire creator and force-spawn it. * If you have the {{icon|Expansionist|24px}} Contested Capital origin, a backstory is created in which your civilization fought a global war over your homeworld, ultimately winning control of it and forcing the losers into exile among the stars. Those exiles have rebuilt their civilization on another world but have not forgotten their origin and your role in banishing them. The game will generate an appropriate {{icon|World Shaper|24px}} Interstellar Exiles empire, or you can create your own in the empire creator and force-spawn it. * If you have the {{iconify|Remnants}} origin (and are not a {{iconify|Gestalt Consciousness}}), up to ten lost colonies of your species will be seeded across the galaxy for you to find through an event chain. You will also uncover details about your ancient empire and how it met its demise. Once again, you can customize some or all of these lost colonies in the empire creator. ===Homeworld and Distant Origin traits=== There are twelve new species traits in this mod: seven {{icon|World Shaper|24px}} Distant Origin traits (1-5, Sol, and Xarmir) and five {{icon|Expansionist|24px}} Homeworld traits (1-5). By using these, you can further customize the nature of your homeworld and its inhabitants, should you choose for any to exist. Let's say you want multiple custom empires to share the same lost homeworld. Give them a Distant Origin trait (1-5, or Earth or Xarmir if you wish) and an appropriate origin (the four listed above, or one of the modded ones listed under [[Distant Origin#Compatibility|Compatibility]] below) and the game will generate a system to accommodate this, possibly spawning a parent empire as well. If you want to customize the parent empire itself, just create them in the empire creator and give them the appropriate Homeworld trait (or staring system). ==Origins== {| class="mildtable sortable plainlist" width="100%" ! width="1%" class="unsortable" | !! width="9%" | Origin ! width="34%" | Effects ! class="unsortable" width="55%" | Description |- id="Wanderlust" | [[File:Trait_ruler_world_shaper.png|50px]] || Interstellar Exiles | * Unlocks civic: {{icon|AI-Aided Design|24px}} Vengeful Refugees * A {{icon|Expansionist|24px}} Contested Capital empire will be spawned (or chosen from player-spawned empires, if an applicable one exists) somewhere in the galaxy. * {{red|-100}} opinion towards corresponding Contested Capital empire | ''This species was forcibly expelled from their original homeworld by a hostile force centuries ago, and have settled on a new world in a distant solar system.'' |} {| class="mildtable sortable plainlist" width="100%" ! width="1%" class="unsortable" | !! width="9%" | Origin ! width="34%" | Effects ! class="unsortable" width="55%" | Description |- id="Contested Homeworld" | [[File:Trait_ruler_expansionist.png|50px]] || Contested Capital | * Unlocks civic: {{icon|Strong|24px}} Occupied Homeworld * An {{icon|World Shaper|24px}} Interstellar Exiles empire will be spawned (or chosen from player-spawned empires, if an applicable one exists) somewhere in the galaxy. * {{red|-100}} opinion from corresponding Interstellar Exiles empire | ''This society's current homeworld was disputed long ago by two cultures who fought a global war over the right to rule it. The losers were driven into exile, and the winners secured total mastery over the planet.'' |} ==Civics== {| class="mildtable sortable plainlist" width="100%" ! width="1%" class="unsortable" | !! width="9%" | Civic ! width="34%" | Effects ! class="unsortable" width="55%" | Description & Requirements |- id="Vengeful Refugees" | [[File:Leader trait ai aided design.png|50px]] || Vengeful Refugees | * {{red|-1000}} opinion towards any empire that controls our homeworld * {{green|+10%}} Ship Fire Rate * {{green|+10%}} Sublight Speed * {{green|+20%}} Militarist Ethics Attraction | ''This species was forcibly expelled from their original homeworld by a hostile force centuries ago, and will stop at nothing until they have reclaimed it.'' ---- * {{icon|World Shaper}} Interstellar Exiles * {{icon|Militarist}}{{icon|Fanatic Militarist}} Militarist or Fanatic Militarist * {{icon|no}}{{icon|Fanatic Xenophile}} Fanatic Xenophile * {{icon|no}}{{iconify|Corporate}} * {{icon|no}}{{iconify|Fanatic Purifiers}} |} {| class="mildtable sortable plainlist" width="100%" ! width="1%" class="unsortable" | !! width="9%" | Civic ! width="34%" | Effects ! class="unsortable" width="55%" | Description & Requirements |- id="Occupied Homeworld" | [[File:Strong.png|50px]] || Occupied Homeworld | * Starts the game with 12 Pops being of another, subservient, species. * Refugees will be generated from this secondary species. | ''Survivors from this world's original inhabitants remain, and have been incorporated into the conquerors' civilization.'' ---- * {{icon|Expansionist}} Contested Capital * {{icon|no}}{{iconify|Gestalt Consciousness}} * {{icon|no}}{{iconify|Fanatic Purifiers}} |} ==AI Personalities== ===Vengeful Refugees=== ''"This species was forcibly expelled from their original homeworld by a hostile force centuries ago, and will stop at nothing until they have reclaimed it. They are slow to trust other species, but diplomatic relations are not out of the question."'' Requirements: * {{icon|World Shaper|24px}} Interstellar Exiles origin. * {{icon|AI-Aided Design|24px}} Vengeful Refugees civic. * Does not control their homeworld's solar system. Vengeful Refugees are opportunistic and will not hesitate to seize the advantage when possible. They prefer to conquer planets rather than liberate or vassalize them, but will rarely if ever invade primitives (since they know what it’s like to be in that position). Vengeful Refugees have a permanent {{red|-1000}} opinion modifier with any empire that controls their home world, but usually have little interest in empires who don’t threaten their crusade. Varies by ethics, of course. ==Preset Empires== In addition to editing the Commonwealth of Man to add the {{icon|World Shaper|24px}} Distant Origin (Sol) trait, the mod adds three new preset empires to the roster: {{clear}} {| class="wikitable plainlist" style="float:left; margin-right:1em; width:550px;" |- | colspan=3 style="text-align:center"|[[File:Flag ornate 11.png|40px]] '''Pasceal Kingdom''' |- | rowspan=2 style="text-align:center"| [[File:Molluscoid massive 15.png|100px]] Pasceal | Theocratic Monarchy | Evangelizing Zealots |- | width=40% | * [[File:Trait_ruler_expansionist.png|24px]] Contested Capital * {{iconify|Imperial}} * {{iconify|Environmentalist}} * {{iconify|Aristocratic Elite}} * {{iconify|Spiritualist}} * {{iconify|Fanatic Xenophobe}} * [[File:Empire_capital.png|28px]] Xarmir, Xir'a | width=40% | * {{iconify|Ocean}} Preference * {{iconify|Aquatic}} ({{icon|yes|20px}}{{icon|Aquatics|20px}}) * {{iconify|Agrarian}} * {{iconify|Natural Sociologists}} * {{iconify|Sedentary}} * {{iconify|Slow Learners}} ({{icon|yes|20px}}{{icon|Aquatics|20px}}) |} The Pasceals evolved deep within the oceans of Xarmir, cultivating a vast aquatic civilization unknown to the Xarmiri who lived on the surface. For millennia the theocratic Pasceals were content to live beneath the waves, but when Xarmiri industries began to threaten the health of the oceans, a decision was made to intervene. Pasceal warriors strode ashore and began a brutal campaign to wipe the surface-dwellers out for good. A few Xarmiri starships managed to escape the ensuing xenocide, but the rest fell to the blades and guns of the Pasceals. With Xarmir finally tamed, and her Kingdom forever safe from outsiders, Queen Sschlass turned her attention to the stars... {{clear}} ---- {| class="wikitable plainlist" style="float:left; margin-right:1em; width:550px;" |- | colspan=3 style="text-align:center"|[[File:Flag spherical 11.png|40px]] '''Resurgent Nations of Xarmir''' |- | rowspan=2 style="text-align:center"| [[File:Mammalian slender 04.png|100px]] Xarmiri | Citizen Stratocracy | Vengeful Refugees |- | width=40% | * [[File:Trait_ruler_world_shaper.png|24px]] Interstellar Exiles * {{iconify|Oligarchic}} * [[File:Leader trait ai aided design.png|24px]] Vengeful Refugees * {{iconify|Citizen Service}} * {{iconify|Militarist}} * {{iconify|Materialist}} * {{iconify|Egalitarian}} * [[File:Empire_capital.png|28px]] New Xarmir, Vigil | width=40% | * {{iconify|Ocean}} Preference * {{iconify|Nomadic}} * {{iconify|Charismatic}} * {{iconify|Conservationist}} * {{iconify|Slow Breeders}} * {{icon|Ocean}} Xarmir Distant Origin |} The defining moment of Xarmiri history came two centuries ago when the Pasceal Kingdom, an aquatic civilization that ruled the ocean floor of their shared home planet, invaded the surface in an attempt to prevent Xarmiri industry from damaging their oceans. The result was a genocidal war that decimated the Xarmiri civilization and forced the survivors to flee in hastily-designed spaceships, leaving the Pasceals in total control of their planet. The refugees eventually settled on a remote world they dubbed "New Xarmir" and slowly rebuilt their species. Though not aggressive by nature, the loss of their homeworld and the stress of adapting to New Xarmir badly traumatized the Xarmiri. They will go to any length to take back their lost planet. {{clear}} ---- {| class="wikitable plainlist" style="float:left; margin-right:1em; width:550px;" |- | colspan=3 style="text-align:center"|[[File:Flag human 10.png|40px]] '''Martian Ascendancy''' |- | rowspan=2 style="text-align:center"| [[File:human.png|100px]] Human | Rational Consensus | Erudite Explorers |- | width=40% | * {{iconify|Remnants}} * {{iconify|Democratic}} * {{iconify|Technocracy}} * {{iconify|Efficient Bureaucracy}} * {{iconify|Fanatic Materialist}} * {{iconify|Xenophobe}} * [[File:Empire_capital.png|28px]] Mars, Sol | width=40% | * {{iconify|Continental}} Preference * {{iconify|Adaptive}} * {{iconify|Nomadic}} * {{iconify|Wasteful}} |} Following the colonization of Mars in the mid-1970s, the best and brightest Humans flocked to the planet to build a new frontier. Within a few generations the red planet had become a major industrial hub, even before terraforming had begun in earnest. Inevitably, the first hyperdrives were invented and humans traveled to other stars to colonize hundreds of new worlds. However, in a cataclysmic event so destructive its very nature remains unknown, that great empire was brought to its knees and contact between the colonies severed permanently. While survival on Mars remains difficult, the inhabitants have nevertheless managed to preserve some of their cultural and technological knowledge. Now the journey to reclaim the stars begins in earnest... {{clear}} ==Compatibility== This mod replaces two prescripted country files (''00_top_countries'' and ''88_humanoids_prescripted_countries''), two solar system initializers (''lost_colony_1'' and ''lost_colony_sol_system''), one vanilla event (''game_start.1''), and one scripted effect (''generate_start_pops''). A list of origins compatible with the Distant Origin traits: * Vanilla ** {{iconify|Lost Colony}} ** {{iconify|Shattered Ring}} ** {{iconify|Void Dwellers}} ** {{iconify|Calamitous Birth}} * Distant Origin ** {{Icon|Expansionist|24px}} Contested Capital (you have to give them a Distant Origin trait in this case) * [https://steamcommunity.com/sharedfiles/filedetails/?id=1878786650 Colonizable Jovians]: ** Jovian Civilization * [https://steamcommunity.com/sharedfiles/filedetails/?id=2027064352 Celestial Remnant - An Overpowered Roleplay Origin]: ** Celestial Remnant * [https://steamcommunity.com/sharedfiles/filedetails/?id=2038997944 Nomads: The wondering Void Farers]: ** Galactic Nomads ** Galactic Marauders ** Galactic Reavers ** Ancient Drones ==Planned updates/features== In no particular order: * More diplomatic and first contact dialogue and events for both origins. * More and better start screen messages for {{icon|World Shaper|24px}} Interstellar Exiles and {{icon|Expansionist|24px}} Contested Capital.
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