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Besides the obvious twist, there are many unique features that make Space Food Empires a new and exciting experience compared to other SE:IV mods
and significantly more interesting than the default game.
Racial Traits and Aptitudes
- Customized racial traits that provide unique components and facilities for each major Empire
- 12 additional traits that for specialization in areas like Enzymes, Food Poisoning, and Spices!
- Racial aptitudes and characteristics more balanced to reduce minimizing/maximizing areas
Colonization and Expansion
- Increased emphasis on colony development
- More functional population modifiers for construction and resource production
- Reduced reproduction rates and increased population weight make population management more important
- Colonization technologies vary in cost and feasibility for each native type: Rock, Ice, and Gas Giant
Systems and Planets
- 100 custom system types including more than 40 types of planetary systems
- Planets tend to be more 'realistically' arranged around stars
- Planet sizes remain the same, but have different population and cargo capacities
- Moons and asteroids are more plentiful
- New system types like Neutron stars, Pulsars, White Dwarfs and Supergiants that have unique functional properties!
- Many new planet and system images are planned to make each system unique
Resources
- The 3 major resources are now defined in terms of nutritional properties:
Carbohydrates
Proteins
Lipids
- Resource collection and construction rates are much more varied and promote a more diversified economy
- They've also been reduced by a factor of 10 to facilitiate quick math and display clarity
Research
- Entirely new research tree with many levels and multiple prerequisites
- Increased research costs extends the relevance of research for the entire game
- Lots of race specific technologies, and even a few of those can be captured!
Intelligence
- Intelligence broken into 3 major areas: counter intelligence, sabotage, and espionage
- Better balanced projects that encourage sneaky underhandiness without being cheesy
- AI restricted to intelligence projects that it can understand and use effectively
Events
- Over 250 new and original events
- Most are of a mild variety and include both positive and negative events
- Occur more frequently during gameplay enhancing the turn-to-turn experience
Facilities
- Lots of new facilities, including many special facilities for each major empire
- Some facilities have effects on population happiness, so be wary!
- More military and storage options added
- Highly developed resource arcologies differentiate homeworlds from less-developed colony worlds
Ships
- Most ships are empire specific and have unique sizes and capabilities
- Some ships are easily researched, while others require more advanced technologies
- Ship classes and styles depend on the empire type, some might prefer small ships and carriers, while others favour large ships
- A balanced combination of mounts, engine requirements and combat modifiers makes for even-handed battles between small and large ships
- Ship and fleet training restricted to system-wide facilities only
Units
- Most units are now race specific
- Components and weapons are specialized for units, not just scaled down version of ship items
- Troop vehicles can carry troop components
- Weapon platforms and
Propulsion
- Features a pseudo-Newtonian engine system, as ships increase in size so do their engine requirements
- Supplies separated from engines and place on reactors
- Supplies now referred to as 'calories'
- Lots of engine types and support components that might provide extra movement points, generate supplies, or give emergency movement
Armor and Shields
- Includes leaky shields and leaky armor
- Armor comes in many different forms and incorporates various abilities like stealth or emissive abilities
- Shields are slightly less effective and will allow the occasional weapons damage to squeak through
Sensors and Cloaking
- Specialized sensors like Combat or E.C.M. have many more levels
- A highly developed cloaking system with many types of cloaking devices and sensors to detect them
- Many races feature unique sensor technologies that helps give them an edge!
Weapons
- Almost 100 new weapons are added
- Plentiful racial specific weapons makes every race's ships unique
- Damage types are used more creatively
- Weapon damage is balanced while avoiding being too derivative
Mounts
- Mounts are better balanced and no longer provide benefits exceeding their cost
- Larger mounts are balanced by reducing their accuracy and increasing their cost
- Smaller ships can carry similar amount of firepower per kT and are more difficult to hit, making for better small-big ship matchups
- A number of mounts are race or component specific to add extra flavour to ship design
Stellar Manipulation
- Stellar manipulation technologies are more difficult to acquire and less rampant than regular SE:IV
- Planet creation and destruction is more difficult to perform and warp point openers have much shorter range
- The construction of ringworlds is now more daunting and awe-inspiring, with additional requirements to satisfy!
- The stellar manipulation technology tree is more branched and allows for more customization for an empire
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