Vicevirtuoso
The Modetta Man
Incubator-Human Coalition (Madoka Magica)
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Rising Tide
Vanilla
Ability (Rising Tide): Anti-Entropy Energy Collection
Tier I: Enables the purchase of Free Technologies with Energy.
Tier II: -10% cost for the above ability.
Tier III: -20% cost for the above ability.
Agreements (Rising Tide):
Soul Contracts (150 Capital + 15 Capital/Turn)
Tier I +5 HP healed per turn for Units
Tier II +10 HP healed per turn for Units
Tier III +15 HP healed per turn for Units
Incubator Contracts (250 Capital + 25 Capital/Turn)
Tier I -5% Energy Per Turn, 10% of remaining EPT is received as Science
Tier II -10% Energy Per Turn, 15% of remaining EPT is received as Science
Tier III -15% Energy Per Turn, 20% of remaining EPT is received as Science
Ability (Vanilla): Anti-Entropy Energy Collection
-1% Unhealthiness for every 300 stockpiled Energy. (Maximum of -10%)
Colonists: Magical Girls
+3 Energy in every City and Specialists provide +1 Energy
Spacecraft: Wishcraft
Units you control within 2 tiles of your original Capital heal 10 HP per turn, even if the units are not fortified.
Cargo: Incubator Archives
Begin with the Genetics technology.
Outer Heaven (Metal Gear Solid)
DOWNLOAD:
Rising Tide
Vanilla
Rising Tide version:
Ability:
Tier I: Military Units grant your Capital +3 Energy and +1 Diplomatic Capital per Alliance.
Tier II: Above ability increases to +5E/+1C.
Tier III: Above ability increases to +6E/+2C.
Agreements:
Basics of CQC(200 Capital + 20/Turn)
Tier I Explorers are Invisible.
Tier II Explorers and Soldiers are Invisible.
Tier III Explorers, Soldiers, and Gunners are Invisible.
(includes any and all affinity upgrades)
Liberated Soldiers (80 Capital + 8/Turn)
Tier I +2 Culture from Garrisons.
Tier II +4 Culture from Garrisons.
Tier III +6 Culture from Garrisons.
New Colonist Type: Militaires Sans Frontieres
Earn +8 Science, +8 Culture, +12 Energy, and +3 Capital from every Kill
New Spacecraft Type: Metal Gear COSMOS
Your Capital gains +50% Combat Strength.
New Cargo Type: Unopened Cardboard Box
Begin with a Old Earth class Artifact.
Vanilla version:
Ability: Private Military Contracts
Military Units generate 2 Energy per Turn for every Alliance you have
Colonists: Mercenaries
+1 Production and +10% Production when building Military Units in every City
Spaceship: Metal Gear COSMOS
Your original Capital gains +15 Combat Strength and +1 Orbital Strike Range
Cargo: Kill House
Begin with the Adaptive Tactics Virtue
Zeon (Mobile Suit Gundam)
Download from Steam Workshop (also contains an alternate download link)
Ability: The Red Comet
Start with a Combat Rover which has a +33% Combat Strength bonus, +1 Movement, and grants +15% Production in a City in which it is garrisoned
Note: currently, losing this unit is permanent, but future versions of the mod will implement Quests to re-obtain it.
Colonists: Newtypes
+1 Science in every City and new Military Units start with 10 XP
Spacecraft: Rewloola-class Flagship
Your original Capital can hold 2 more Aircraft
Equipment: Minovsky Generator
Begin with a Defense Perimeter building in your first City