This is a continuation of BozeHendrik's excellent Colony Builder mod, since he's placed development of it on-hold indefinitely. All credit goes to him.
I've made a few minor changes for the sake of balance, immersion, and integration with Space Age. Check out the changelog in the mod archive for details. Any and all suggestions regarding these subjects (balance, immersion, and integration with official content) are welcome. I can't guarantee I'll be able to implement those suggestions though because I am a novice coder (to put it mildly). That being said, I do already have further plans which I hope to eventually implement, like overhauling the Depot and changing the infected enemy spawning conditions.
Progression and unlock conditions of a few technologies have been tweaked for them to make sense with the mod so anything that edits or relies on the Landfill, Agriculture, Tree Seeding, or Fish Breeding techs may not work, in addition to anything that may already have not worked with the original mod. This is the only mod I use so compatibility may be lacking.
All the screenshots are BozeHendrik's from the original mod page, which can be found here.
ORIGINAL MOD DESCRIPTION:
Description:
At the heart of this mod is a simplified economic system that is tied in with the colony mechanics and allows you to trade items, giving you free reign in what factories you want to build and not railroading you into building the same factories over and over. Create a forgeworld where people live in dystopic conditions and where only steel bars are produced, or a mighty military-industrial powerhouse where soldiers perpetually fight biters, or a prosperous colony focused on trade and service-industry where people live in utopian abundance, the choice is yours.
All new features unlock with existing vanilla technologies as you progress through the game normally, and you are entirely free to what degree you want to engage with these systems. A lot of the new mechanics introduced in this mod may take some time to fully understand. I highly advise you to read all the custom ingame TIPS & TRICKS if you have any questions about how things work, as it is all documented there. Also the descriptions on items and entities may give important information.
Features:
- A simplified economic system that grows or destroys wealth based on your ability to match supply and demand.
- Build housing, services and facilities to grow and support your colony.
- Use greenhouses to produce organic products.
- Recruit workers and infantry and put them to work or send them out to deal with enemies.
- New vehicles such as VTOL dropships, armored personel carriers and bunkers. Mount infantry units on these vehicles to make them fire their weapons from it.
- New weapons and ammunitions such as the anti-materiel rifle and incendiary rounds ammo.
- Alternative ways to progress through the game through trading and/or building science facilities.
- Space Age feature: Fly VTOLS to space platforms and other planets. Walk around on space platforms and expand your colony there as well as on other planets.
Known issues:
- Pathfinding/controlling units can be a bit janky sometimes.
- Placing infantry in the inventory of a spidertron with the colony selector tool requires to you click near the bottom/ground of the spidertron instead of on its head/torso.
- Quality is not yet supported by the trading system.