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Urban Ruin Colony

Ever wanted to start your suffering on a heavily-urbanized map, like some unfortunate city that was destroyed in a nuclear holocaust? Or perhaps roleplay the heroic defense of your motherland in door-to-door urban combat?

In principle, this mod makes any colony you create start with lots of ruins.

Like, a lot of them.

You will probably start at sky-high expectations even on naked brutality runs.

Initially, I tried to just spawn a lot of ancient ruins, similar to how the "Go Explore!" mod by Albion does. After failing to do this with only XML patches, I just called ♥♥♥♥it and added Go Explore as a dependency and reused its awesome lost city generation to create those ruins on the player's base map, so any credits should go to Albion instead.

Author: Vats Darkagma

Advice

  • Place this mod after Go Explore!.
  • The mod modifies how player colony maps are generated. This also means that if you start a second colony, it will probably be created on a heavily urbanized map again. If you don't want this to happen, removing this mod from the dependencies before settling on a new tile should do the trick.
  • I strongly suggest you to add some expectations offset mod to counter that initial sky-high expectations (expectations count the wealth on the whole map, not just the wealth you own yourself). The Expectations Modifier mod by Citrus should do the trick at least at the start of your run.
  • have just created this mod. I don't know the implications of starting on a map with this amount of wealth or any hidden things that the map generator has created.
  • It creates a lot of stuff on the map, so expect longer loading times. Performance will probably suffer a bit, so maybe playing on a smaller map can mitigate drops in performance.
  • Don't forget to hydrate.

ANY HARD INCOMPATABILITIES??

Probably none. It will at most interact wierdly with other mods that modify maps.