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Space Empires Nova is an alternative take on the Space Empires universe featuring a modified technology tree and a
number of changes to game play. It's sort of like an extended Balance Mod with fewer restrictions and more choices, but in other
ways more streamlined. Overall it's how I would designed the stock game.
Captain Kwok's Space Empires Nova
Background
After working on the Balance Mod for the last couple of years, the mod's limited scope has led to frustration
when I wanted to implement features that were beyond the standard game - such as variable-sized facilities or advanced features like
planet pollution. Space Empires Nova is simply the Space Empires universe re-imagined with changes to game mechanics and an expanded
tech tree with lots of new components and facilities. The goal is to make a mod with dynamic gameplay and more strategy plus a competitive
AI able to work with all the mod's features.
SE Nova Previews
I've posted some preliminary information on the mod's components and weapons. Look for more data to be added soon.
SE Nova Components Preview | SE Nova Weapons Preview
| SE Nova Facilities Preview
SE Nova Forum
Space Empires Nova Forum
The Official SE Nova forum is hosted over at SpaceEmpires.net, feel free to post questions, comments and suggestions there!
SE Nova Forum
SE Nova Features
Game Setup:
- Features modified version of Fyron's Quadrant Mod used in the Balance Mod
- Small systems with fewer but larger sectors to maintain clarity and promote faster turn processing times
- Streamlined racial, government and society traits
- Added
- Considering alternate pathyways to obtain some racial trait technologies
General Gameplay:
- Less rampant expansion
- Emphasis on colony development
- Population modifiers more significant
- Population happiness
- Increased inefficiency for large empires
- Planetary pollution
- Additional cultural achievements
- Leaky intelligence system
- Variety of good and bad events
Technology Tree:
- Expanded tech tree in general with sometimes fewer levels but overall slower pace
- Tech tree more interwoven
- Research events: Breakthroughs and Setbacks
- Stellar Manipulation split into individual tech areas
Vehicles:
- Similar ship sizes to Balance Mod
- Limited engine restrictions
- Drones are now smaller units but retain warp capability
- New unit Weapon Turret for ground combat
- Eliminated Organic and Crystalline Hulls
- Eliminated variable hull sizes within S/M/L units
Components:
- New components like Engineering, Bulkheads and Reactors
- Propulsion
- Proportional propulsion system
- Reactors provide supplies and Engines provide movement
- Variable size Armor
- New armor and shield types
- Special components made available by technology traits
Weapons:
- Expanded weapon groups like Plasma Weapons
- Wider selection of low technology weapons
- More options for weapon mounts
- Greater variety of weapons for units
- More extensive use of damage types
Facilities:
- Mixed-size facilities
- New facilities like Component Factories, Repair Depots and Temples
- Industrial facilities impact colony happiness and conditions
AI:
- Based on Balance Mod AI
- Expanded AI Empire personalities
- May feature new Empires
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