Thanks Alan, glad to hear you're succeeding in colonizing some planets!
I'm not noticing any problems using the Progenitor Facilities once the Killbots are conquered, but OTOH I've gradually been making some minor improvements to the mod over the months so maybe it's different from the current version on wpc. In the version I have, the Industrial Complex gives +4 Industry (hammers) for anyone who controls it and an additional +4 after you discover Nanofabrication. Note that this lets you generate some entirely free production in your colony without the need for a source of Plasteel
. Once you eliminate the
Killbots (and excavate the
Ancient Mound if its buried), assign a worker to the Industrial Complex tile from your city screen and choose the
Field Engineer profession to crank out production via automated Progenitor drones.
Try it out & let me know if its working in yours. If not I'll upload an updated version soon with clanky4's graphics and sydgin's French translation once it's done.
The Progenitor facilities (the ones found in the tile of a Progenitor Metropolis, most often after defeating the Killbots and excavating an Ancient Mound) are "Improvements" in game terms (ie similar to a Farm or Mine, so you can't build other Improvements like the Expedition on top of them). Separate from the Progenitor Facilities there are also a variety of ruins and archaeological sites which are "Resources" in game terms (eg
Ruined Biosphere, Grand Ziggurat, Antediluvian Catacomb, Sacrificial Pit etc) where you can send an Intrepid Archaeologist to launch an Expedition on the tile and extract further bonuses from there, particularly after you know the appropriate techs.
The other is, I think, something of a weakness in the original game. There are times when an alien comes to you and gives up a settlement, saying something along the lines of how wonderful they think you are. The settlement then becomes a ruin and the aliens move away. I've always thought that a bit tame. Would it not be possible for the alien to offer to join our federation with some degree of mutual benefit? Similarly would it be possible to encourage outlying settlements of rivals lying along a mutual border to 'flip' if I am an overwhelming force?
I agree, sounds like a cool feature
I wouldn't know how to program that myself, but the Medieval modcomp has made a similar new feature with "Vassals". Together with the updated tech, trade, and combat systems Kailric & nightingale have been making, it's looking more and more tempting to have aliens abduct that mod's codebase for a long overdue update to this one!
I have now reached turn 360 on my current game - playing as NAFTA. I have a dynamic varied economy based on eleven settlements in one corner of the map. Most aliens are pleased to see me.
Otherwise great play! Just wondering now how long I should go before Independence is declared.
Cheers Alan
Just use the Revolution Advisor to check out how many oppressive forces the NAFTA President has, and if you've generated enough Liberty and think you can take him then go for it! I'm sure you can smash him, that smarmy televangelist
especially as The Major General. LMN how it goes!