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-Added special deposits: Stasis Bunker = Once removed, will add 10 main species pop as well as 5 random pops.
-Added 2 dark matter deposit on an asteroid at the home system
New game is required for the stasis bunker to show. sorry. but if you dont need the extra pop, no need for new game.
Fixed some typo on localization.
Added compability with Distant Origin mod (this origin should now trigger the homeworld event)
(Make sure to load this AFTER Distant Origin mod)
-Added another stasis bunker type. Only found on the new plantation ringworld, has a base of 4 owner pop and a random chance of a total additional 6, if you're really lucky.
-For slavers, I replaced the 3rd type pop you can get with the stasis bunker with a trait of nerved stapled. Good for slaves.
Fixes:
-All neighboring systems are now guaranteed to be withing 1 to 4 hyperlane jumps from capital. (No more far away OP neighbor system)
-some code clutter on tempest
-Some code clutter
Other Changes:
-Removed some free tech. (You get a really powerful reseach bldg anyway)
-Removed Science Megastruacture in capital system (Now an Interstellar Assembly)
-Adds another ringworld system (Requirements: Guaranteed Habitable Worlds = 2)
--If you dont set it to 2, this other ringworld system will not spawn.
---In total, you should get 3 ringworld system.
----If you think 3 ringworld system is too OP, dont set Guaranteed Habitable Worlds into 2
-Science nexus can be found now on the added ringworld system.
-Added new OP research building. (Replaced 2 FE archives)
--Generates x3 megastructure reseach output (At least 1400+ per each research type)
-Renamed Stasis bunker into Cryogenic Bunker.
-and some other I forgot.
-Reduced research output of special building by 200 on all category.
-Removed Nerved Staple on Cryogenic Bunker 1 (each cryo-bunker on every world creates 2 types of this species, in the end, they end up just cluttering)
-Adds "Worker Cryogenic Bunker" (aka Cryogenic Bunker 3, 2 is owner pops)
--This special cryo-bunker pods located on all 4 plantation ringworlds (8 if you add guaranteed habitable = 2 on galaxy gen) contains a randomly-specific (Randomly chosen by game, specific on all cryo-bunker 3) pop that contains the nerve staple trait as well as either 1 or more random positive trait.
This changes fixes the clutter of multiple nerve staple species located on a lot of celestial planets and makes them into just 1 type of randomly generated species that will be located on all plantation ringworld.