More events w/ pre-space civs.

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rheagar

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First post but I do play a lot of Paradox games.

I feel what is missing is the lack of scripted events with pre-space and pre-sentient species on discovered worlds. My first time playing this game (during the Christmas holidays), I was so exited to discover worlds with pre-existing species. I would survey specifically looking for such worlds.

However, as time goes on, there was barely any interaction or events and I quickly lost interest with them.

I feel that there is a huge world of possibilities on fun ideas with these worlds that sadly PI is not taking advantage of. Ex. I feel like an explorer first arriving to these worlds and interacting with the local species. I could select a civilization and slowly nuture them to the space age.
 
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dying0d

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I'm sure as development contihues, you will get to pay for more "fullness" to the game.

There's skeletons of great systems in place all over
 
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Horror In The Deep

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Have you tried Gods and Guardians mod?
(http://steamcommunity.com/sharedfiles/filedetails/?id=756110740&searchtext=gods+and+ )
It adds two regimes of interactions with primitives. Basically one for good and one for bad guys and one for good. Both have a lot of event and even event chains.

I didn`t yet try "Gods" variant, but "Guardians" are quite fun) Your interaction with guarded civilisation has a lot of choices, and heavily depend on their age and ethics.
 
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Dan_Daniel2000

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NOTE: THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN!
  • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
  • More story events and reactive narratives that give a sense of an unfolding story as you play.
  • More potential for empire customization, ability to build competitive 'tall' empires.
  • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  • Ability to set rights and obligations for particular species in your empire.
  • Global food that can be shared between planets.
  • Superweapons and planet killers.
  • Ability to construct space habitats and ringworlds.
  • More interesting mechanics for pre-FTL civilizations.
  • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
  • A 'galactic community' with interstellar politics and a 'space UN'.
  • Buildable Dreadnoughts and Titans.

They are planning to add that at some point.
 
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stumason

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Have you tried Gods and Guardians mod?
(http://steamcommunity.com/sharedfiles/filedetails/?id=756110740&searchtext=gods+and+ )
It adds two regimes of interactions with primitives. Basically one for good and one for bad guys and one for good. Both have a lot of event and even event chains.

I didn`t yet try "Gods" variant, but "Guardians" are quite fun) Your interaction with guarded civilisation has a lot of choices, and heavily depend on their age and ethics.

Ahh, Alphamod supplements, were would I be without them! Can't recommend the Alphamod and all it's parts enough.

As for being the "Gods" - in exchange for 10 Engineering you get 10 Energy and 10 Minerals, plus a chance to collar the natives, start religious wars and even whisk some away to work as slaves in your mines and farms every now and then (although, being Bronze age primitives, they're not good in mines until that cultural stellar shock wears off)