
Ricki32
u/Ricki32

I recently had a colony on a tile with the "archean trees" landmark and it gave me the idea to do a run in an extreme desert and try to turn it green. Since this will take literal hundreds of seeds, I'm not sure if you can find enough to achieve this in a realistic timeframe.
From what I've found online the most promising place to look for them is on space sites which you can find with an orbital scanner. But this still seems very rng dependent and has a cooldown.
If you have done a bit of space/orbit exploration how often do you find seeds and how many in one place?
Are there better ways of finding them?
I've started a new campaign as Lokhir today and realised that landmark ports (Fu-Chow, Marienburg, Erengrad, Bordeleaux, Lothern) do not generate slaves like other ports.
Obviously this isn't gamebreaking, but they should at least produce equal amounts of slaves to regular ports. Ideally I would like them to either give more slaves than other ports or give a bonus to slaves from ports (maybe at the cost of losing some trade bonuses).
I've just started a campaign as Kairos and as I took the last settlement of my starting enemy (a Nurgle faction called Bubonic Swarm) I got the trait "Victory over Nurgle", which gives +5 leadership to my army when fighting against Nurglish factions.
While a leadership bonus isn't a bad (though maybe a bit boring), the fact that it only applies against Nurglish factions makes it pretty useless.
There are six Nurgle factions on the map at game start (at least in Immortal Empires, don't know about Realms of Chaos), three minor and three major.
The minor factions are all starting enemies of major factions and will probalby die within the first few turns.
Two of the major factions are at
I like the idea behind the indoor dweller gene, but I think it needs to be changed a little.
In its current form it disables the outdoors need, which is great if you want a mountain/orbital base, but don't have the undergrounder trait or ideoligy DLC. However if you have either of those the gene simply becomes a metabolism tax, since your pawns naturally have no outdoors need and get the indoors need instead which is not affected by the gene.
So my idea would be that the gene simply swaps the outdoors need with the indoors need, like the indoors preferred precept does. Since this makes the gene a sidegrade rather than an upgrade it can have its metabolism cost removed. While the gene would
I just finished a Bretonnia campaign and while it was fun, the peasant economy mechanic felt a bit too static.
The number of peasants you can field solely relies on the amount of provinces you have and is not affected by casualties in any way. A peasant unit will still affect your economy even if it has been recruited 100 turns ago. Even though they've left your farms ages ago, your population never recovers from the loss.
At the same time you could lose hundreds of peasant units in a turn and suddenly your farms are bustling with life.
So I had an idea:
What if Bretonnia's peasant economy was replaced with something similar to the Chaos Dwarf labour mechanic?
Of course this wouldn't
Currently the Hostile Takeover wargoal gives the winner all branch offices on planets whose owner they have a commercial pact with, regardless of wether this is one branch office or one hundred. Since this can potentially cripple the economy of the loser and unlike regular conquests doesn't require any influence, I think they should add a system to claim branch offices like you would claim planets.
I would like some changes to undercities that allowed Skaven to rely on them a bit more and to make getting rid of them more interesting for non-Skaven.
Add a small chance to spread (1%) on their own even without the Mineshafts building and a chance to establish an undercity if one of your settlements gets taken.
Allow them to survive if the settlement above is razed, but make most buildings rely on an above settlement for production. For example the "Scavenger Horde" building would give +1 food, +2 additional food if not under ruins. This is mostly for convenience so you don't have to reestablish an undercity if something happens to the above settlement.
Add some buildings that allow the






