Proliferation


A machine faction that builds. The Replicators mine a matter node, run a real factory, research their own technology, and expand with construction robots. Their escalation is a factory on your map, so you can scout it, starve it, and take it.

Content
a day ago
2.0
322
Combat Armor Enemies Environment Mining Fluids Manufacturing

Changelog

Version: 0.35.0
Date: 2026-10-12
  Major Features:
    - Space Age: the Star. Bring down the tower at the heart of a Replicator city and a zero-point anomaly shows up at the centre of the system, along with the route from Vulcanus into the Star.
    - The first ship you park inside the Star learns Zero-point recharging. The ZPM charger fills an empty or partly charged ZPM there, one percent a second at any ZPM quality, faster at a better charger quality. Glowing motes stream into it while it works.
    - The Star heats the ship. Past the melting points of plastic, copper, iron and tungsten its buildings burn faster and faster, then the floor from the edges in, and the hub with the whole ship. Every charger working heats it a little faster.
    - The heat sensor shows the ship's temperature to anyone looking at it; hover over a sensor to read the temperature where it stands. Wired to the hub, it puts the hub's health in percent and its temperature on the circuit network, so a ship can leave before it melts.
    - Heat shielding (fifty zero-point flasks) unlocks the heat shield projector: 500 MW for a hexagon thirty tiles across that holds the heat off for about ten minutes. Touching hexagons share one temperature. Without full power a shield drops. Away from the Star a projector draws nothing.
  Balancing:
    - A ZPM holds 10 TJ, up from 400 GJ. The ZPM generator's panel shows it in TJ.
  Settings:
    - Star glare, per player: full, reduced or off.
  Bugfixes:
    - Replicator turret rounds dealt physical damage. They deal nano now, like the rest of the faction's weapons and like the player's salvage rounds.
Version: 0.34.0
Date: 2026-10-04
  Major Features:
    - Space Age: Hala. A technology past the zero-point gate, twenty-five zero-point flasks, unlocks Hala, the Replicators' homeworld, and its route, Aquilo to Hala.
    - Every trip on Aquilo to Hala owes you a huge Replicator ship partway through. On top of that, the route meets Replicator ships more often than anywhere else, and the bigger the ship, the likelier it is.
    - A platform sitting in Hala's orbit meets a huge Replicator ship every ten minutes it goes without one.
    - A Replicator ship's pad that has lost its matter or its turrets comes apart into walkers thirty minutes later, over a short while, up to five times the walkers it landed with. A new map setting turns this off; on by default.
    - Hala itself: dark day and night, no water, ore or trees, ground in two shades of grey, and storms of its own Hala lightning that strike hard.
    - A drill placed on Hala's bare ground digs Replicator scrap instead of ore.
    - The Replicator scrapper, a new building (five zero-point flasks to research), breaks Replicator scrap down into Replicator alloy and components, and sometimes iron, copper or stone.
    - Liquimetal, pumped from wells beside the Replicator cities on Hala with an ordinary pumpjack.
    - Humanoid Replicators guard Hala's cities. Each is named, hits with a lightning chain, carries a shield that recovers when left alone, feeds the walkers around it while it fights, and drops three advanced Replicator cores.
    - Space Age: on Hala the Replicators build cities. A city's core stands fully working the moment it appears, on matter far richer than any base's, with its first humanoid, First, beside its tower.
    - Cities grow wings as the Replicators research them: railgun, Tesla, liquimetal, missile and economy, each built against the core. Every city builds its wings one at a time, in an order of its own, and starts the next when the last has nothing left to build or has stopped getting anywhere.
    - Every part of a city has its own Replicator Tower. A city's five towers wait in a chest in its core and are the only ones it ever gets. Destroy a tower and that part is never rebuilt; destroy them all and the city is dead, and its ground is free again: a new city can rise there unless something of yours stands close by.
    - On Hala a Replicator fragment that would grow into a base grows into a city instead, if a city could rise there. It never grows a base or an outpost on Hala.
    - Only a city's liquimetal wing makes walkers and humanoids. Once it stands the city attacks you, harder and from further away than any base; take it out and the attacks stop. A young city only defends.
    - Every part of a city sends out walkers from a deployer of its own, all of them made in the liquimetal wing, and they all share one garrison of sixty. A city's wave is that whole garrison.
    - A city's humanoid deployer walks out a new humanoid, named as the next of the five, while fewer than five stand.
    - A city's economy wing digs alloy and components straight out of Hala's ground with its Replicator diggers, and feeds them to its liquimetal wing.
    - Cities appear as Hala is explored, far apart, never close to the landing or to anything you have built.
    - The Replicator splitter.
    - A Replicator Tower runs on a ZPM of its own, recharged by the storm, which draws lightning away from everything else. Destroy one and its ZPM is yours, always full.
    - The advanced bond disruptor, researched with zero-point flasks once Hala is in reach: a Tesla turret whose lightning jumps through a crowd of Replicators. Each hit does less than the bond disruptor's, and nothing at all to anything else.
    - The puddle jumper, a hovering craft that walks over water and cliffs. Its four launchers fire drones on their own when nobody is aboard.
    - Drones, the puddle jumper's ammunition: a homing missile that flies from one Replicator to the next until its damage is spent. With no walker, humanoid or turret left in reach it goes on to their buildings, which each player can turn off in the mod settings. A startup setting picks its damage: anti-nano by default, which only the Replicators take; explosion or physical turn it on every enemy, and trivialize the endgame.
    - Someone on Hala is trying to reach you.
    - The Replicator scanner, a building in five tiers, each researched after the last off the Replicator technologies' first step, matter usage. Each scanner watches the Replicators on its own planet. Tier I shows their bases and how far along they are, and Hala's cities. Tier II adds how tough their walkers are, tier III what they are researching, tier IV how many walkers and waves they have out, and tier V warns you on the map where a wave coming for you is heading.
  Changes:
    - The Replicator stats window now needs a scanner. Until you build one it only tells you to build one; until now everyone had the whole window from the start. It has one tab for each planet you scan, Hala's cities included, and each tab shows only what that planet's best scanner reveals.
    - The stats window no longer counts Replicator ships landed on your platforms.
    - The wave alert has a setting of its own, Replicator attack alerts, for each player. On by default.
    - Replicator bases that find nothing of yours in reach look less and less often, and wake when you attack them, build near them, or a neighbour falls.
    - A wave coming for you goes for the nearest thing of yours again, no longer for labs and mining drills first.
  Compatibility:
    - Without Space Age the additions are the Replicator splitter and the Replicator scanner, whose top two tiers take other goods instead. Nothing standing changes when this version loads.
    - The Replicators' research queue is rebuilt once when this version loads. Their city stages are researched only while one of their cities stands on Hala, and then after three levels of their combat technologies; with no city standing, the queue is what it always was.
Version: 0.33.0
Date: 2026-09-29
  Major Features:
    - Space Age: Zero-point energy. A technology after every science pack but promethium, ten thousand of each, unlocks the Liquimetal Processing Facility and the zero-point flask.
    - The Liquimetal Processing Facility turns a ZPM and three advanced Replicator cores into a zero-point flask every ten seconds and hands the ZPM back empty. A flask is worth as much research as the ZPM held: a full one is one unit, more at a better quality, and a full legendary one is two and a half.
    - The ZPM generator, researched with zero-point flasks, draws on a ZPM for up to 1 GW, more at a better quality, and only as much as your machines use. A spent ZPM comes out empty and the next one goes in. Mine the generator and its ZPM comes back with the charge it had left.
    - Replicator modules. The Replicator speed module is joined by productivity, efficiency and quality ones, each twice as good at its job as a tier 2 module with the same drawbacks. A technology after Aquilo makes all four from a tier 2 module, Replicator components and alloy, and an advanced Replicator core.
  Changes:
    - Boardings follow the asteroids. Of all the asteroids your ship meets, a share are Replicator ships, about one in five hundred by default, so a busy route brings more of them than a quiet orbit. A ship waiting in orbit can be boarded too, except over Nauvis.
    - Only one Replicator asteroid comes at a ship at a time, and none while a Replicator building still stands on it. Clear the last Replicator ship to meet the next. The /proliferation-board command still fires while one stands.
    - An empty ZPM is its own item, kept for later.
    - The facility and the generator say what they are doing under their name: crafting or working, idle, waiting for power, no ZPM, how many cores they have of the three, or output full. A small panel beside each one's window shows the ZPM's charge, and for the generator the energy left, what it gives right now and how long that lasts, and for the facility how far its craft has come, the flask it will make and its cores.
  Compatibility:
    - Without Space Age nothing changes. Nothing standing changes when this version loads.
Version: 0.32.0
Date: 2026-09-28
  Major Features:
    - Space Age: the Replicators board ships. While one of your space platforms travels between planets, the Replicators can fire an asteroid at it. Shoot it down and it leaves a Replicator asteroid chunk. Let it reach you and a Replicator ship lands against your hull: a small outpost with its own tank of matter that runs on your ship's power and sends walkers at your ship until the tank runs dry.
    - How often: about one trip in four between the inner planets, more on the long routes out to Aquilo, and on a timer toward the shattered planet. A ship crawling along at 10 km/s or less can be boarded now and then. Never in Nauvis orbit, never on a route to or from Nauvis, never while parked.
    - What comes depends on how far the Replicators have researched and how far out you fly: small and medium Replicator ships between the inner planets, big ones from Aquilo on, huge ones only toward the shattered planet. A huge asteroid wears a huge asteroid's armour: gun turrets and rockets barely scratch it, a railgun brings it down.
    - Medium, big and huge Replicator ships land with a boarding party already standing on them that attacks at once: 10, 20 and 40 walkers. Whatever a Replicator ship's bay builds after that goes straight for your ship.
    - Replicator asteroids and their chunks are a very light grey, easy to tell from ordinary asteroids at a glance.
    - A crusher breaks a Replicator asteroid chunk into Replicator alloy and a component.
    - Medium, big and huge Replicator ships carry Replicator cargo tanks of thruster fuel or oxidizer you can pump out.
    - The big and huge Replicator ships have Replicator beacons whose speed modules really speed their machines. Destroy one and it gives up an advanced Replicator core, whose use lies on the Replicators' home world, and sometimes its modules, which work in your machines and speed them up twice as much as a speed module 2.
    - The huge Replicator ship runs on a ZPM reactor that powers your whole ship while it stands. Destroy it and it drops its ZPM with whatever charge is left; one that ran dry drops nothing.
  Changes:
    - Three new map settings: whether boardings happen at all, on by default, the share of asteroids that are Replicator ships, and quality Replicator ships, off by default. With quality on, each Replicator asteroid comes at a quality from normal up to the best in your game, all equally likely, and the Replicator ship it lands is built at that quality, walkers included; what its buildings drop comes at that quality too. It may be imbalanced. All three can be changed in a running game.
    - The stats window counts Replicator ships landed on yours and how many have gone dark.
    - An alert on the map when a Replicator asteroid is on its way to your ship, pointing at it, another when a Replicator ship lands, and one at your hub when a Replicator ship breaks up against it.
    - A new diagnostic command, /proliferation-board, fires an asteroid of a size at the ship you stand on; add a side (front, left or right) to pick where, a quality (with quality Replicator ships on) to pick that, and now to land its Replicator ship at once. It says how long the asteroid takes to arrive, and when one is already on its way, how long until it counts as missed.
  Compatibility:
    - Without Space Age nothing changes. Nothing standing changes when this version loads.
Version: 0.31.0
Date: 2026-09-26
  Major Features:
    - Fragments. A Replicator walker that dies sometimes leaves a small fragment behind, about one in a thousand. It shows on the map and one hit destroys it; your turrets shoot it if it lies in their range. Left alone for five to fifteen minutes it grows. Near the middle of the map it becomes one to five walkers. Farther out it becomes walkers half the time, a small outpost four times in ten, and one time in ten a whole new base.
    - Outposts. A small Replicator post with a few turrets, the machines to make walkers and one tank of matter that never refills. It comes with a first wave of five already built. Its walkers gather at the post five at a time and then leave as a wave. When the tank runs dry the outpost goes dark and just stands there, poorly defended. Destroying its tank pays research.
    - Waves that come for you go for your labs and mining drills first, when any are in reach, instead of whatever stands nearest.
  Changes:
    - Two new map settings: whether walkers leave fragments at all, on by default, and the chance per dead walker, a tenth of a percent by default. Both can be changed in a running game.
    - The stats window counts fragments lying, outposts standing and how many have gone dark, and bases grown from a fragment, once there are any.
    - A new diagnostic command, /proliferation-seed, drops a fragment where you stand; /proliferation-seed now drops one that grows within ten seconds.
  Compatibility:
    - Every Replicator building now has a plain name other mods can look up, so a mod that names the building next to you no longer shows "Unknown key".
    - Nothing standing changes when this version loads.
Version: 0.30.0
Date: 2026-09-25
  Major Features:
    - Feed and replicate. A wave that passes within reach of your belts, or of anything lying on the ground, breaks off from what it was doing and goes to eat it. Every ten plates or ore it eats stands a new walker up where it is eating; gears, circuits, cable, batteries and plastic cost half again as much, anything else two and a half times, and items from other mods three times. Ten walkers eat plates faster than a yellow belt carries them. When the food runs out the wave goes back to what it was doing.
    - A wave that at least doubled while it fed founds a base where it fed. If it fed inside the starting area it first walks out to just past the edge, on the side where it ate.
    - A chest the Replicators destroy is eaten by the nearest wave, if one is close, and what it held stands up as walkers where it stood.
    - A captured chest now comes apart into walkers five to fifteen minutes after it was taken, as a captured machine does, and every item inside counts as a point of health. A full steel chest of plates is a lot of walkers.
  Changes:
    - Waves set out to found a new base less often: a railgun base's waves one time in two, down from two in three; a tesla base's one in eleven, down from one in six; a rocket base's one in six, down from two in seven. Bases now mostly come from feeding.
    - Two new map settings: whether the Replicators feed at all, on by default, and how many plates make one walker, ten by default. Both can be changed in a running game. With feeding off a captured chest comes apart on its own health alone.
    - The first thing a wave eats at each stop raises an alert on the map.
    - A captured building that comes apart raises an alert with the number of walkers it made.
    - The stats window counts walkers born from feeding and bases founded where a wave fed, once there are any.
  Compatibility:
    - Nothing standing changes when this version loads. Items from other mods are food too, at the dearest rate. Anything lying on the ground is food, the loot their dead buildings drop included, so pick it up after a fight or the next wave eats it. Only their own items are never food.
  Bugfixes:
    - A captured building of any quality above normal now comes apart on schedule. Before, it was forgotten on the first pass after capture and stood forever as a faction building.
Version: 0.29.0
Date: 2026-09-23
  Major Features:
    - Assimilation. A building the Replicators beat down below thirty percent of its health is not destroyed: it becomes theirs, replaced in place by their own equivalent at the health it had left. A captured gun turret keeps your ammunition and fires it at you; a captured laser turret stays on your grid and drinks your power until you cut the wire. Assemblers, chemical plants, pumpjacks, chests, belts, inserters, poles, solar panels, accumulators, pipes, walls and every turret they have a match for can be taken. The lab never is.
    - A captured machine that stands idle comes apart into walkers five to fifteen minutes later, one walker per walker's worth of health it has left, plus one. Kill it first and it drops their loot instead. Turrets, walls, poles and the rest never come apart.
  Changes:
    - Two new map settings: whether the Replicators capture buildings at all, on by default, and the threshold, thirty percent by default. Both can be changed in a running game.
    - The stats window counts captured buildings once there are any, and how many are about to come apart.
    - A capture raises an alert on the map for the force it was taken from.
    - Only a walker's hit captures. A Replicator turret, at a base or captured, destroys what it shoots, as before.
  Compatibility:
    - Nothing standing changes when this version loads. Buildings another mod adds are never captured; the Replicators destroy those as before.
Version: 0.28.0
Date: 2026-09-23
  Major Features:
    - Walkers earn their health. A fresh walker has the health of a small biter, fifteen, and a new technology, Replicator walker plating, adds sixty a level up to the seven hundred their tooltip shows. It costs what hardening costs and their labs take the two in turns, so a faction that has hardened has plated about as far. A fresh walker dies to a pistol; a plated one does not. The health bar still reads seven hundred; a fresh walker simply empties it much faster.
  Changes:
    - Three new startup settings: the walker health a fresh faction starts with, the maximum their plating can reach, and how much each level adds. Together they decide how many levels the research has.
    - The stats window and the research readout report the walkers' earned health and the plating level.
    - The stats window's stage line now says when a base may already be building toward the next stage. A base's stage is the stage it has finished, so walkers, a stage 3 thing, could be out while the window still said stage 2.
    - The walker's description says that the health shown is a ceiling.
    - The engine holds seven technologies in a research queue and the faction now has nine, so two of their endless technologies, rate of fire and walker strength, start their first level a round later than they did. Nothing is lost.
  Compatibility:
    - Saves from 0.27.0 start plating from the floor: every standing walker is softer the moment this version loads and earns its way back. The new technology joins their research queue on its next refill; whatever they were researching keeps its progress.
Version: 0.27.0
Date: 2026-09-19
  Major Features:
    - A Replicator stats window. Press Control+Shift+R, or the radar button on the shortcut bar, and it tells you how many bases they have and of which kind, how many pods stand, the lowest, highest and average base stage against the stage their research allows, how many walkers stand and how many are out in waves, what they are researching and how fast, their endless technology levels, and what their armour has hardened to and learned. It never says where a wave is going.
  Changes:
    - The entity descriptions of every Replicator building and walker now say that the resistances shown are the ceiling, not where a fresh faction starts.
Version: 0.26.0
Date: 2026-09-19
  Major Features:
    - Replicators earn their armour. A fresh faction shrugs off thirty percent of most damage and ten percent of a bullet, and a new technology, Replicator hardening, raises both a step at a time up to the profile they were known for: ninety percent of everything, a quarter of a bullet, double from the disruptor. It costs more than their endless technologies and gets dearer with every level, and it shares their labs with the three of those, so a single base never gets far and a sprawling faction gets there in a couple of days of play. Interrupt it the way you interrupt any of their research: cut the belt to the labs, or take the labs.
    - Adaptive armour, off by default. Switched on, the whole faction learns from what hits it: every hit of a damage type they take raises their resistance to that type, a tenth of a percent a hit, up to thirty on top of the hardening. What you use most stops working first, so bring more than one kind of gun.
  Changes:
    - Ten new settings. The starting values and maximums for their general resistance and their bullet resistance, the percent each hardening level adds, a cost multiplier for every Replicator technology, the adaptive armour switch with its own step and maximum, and a toggle that lets fallen walkers drop a nano round or two.
    - The research readout reports the hardening level, the two resistances it stands at, and what adaptive armour has learned.
    - The engine holds seven technologies in a research queue and the faction now has eight, so their last endless technology, Replicator walker strength, starts its first level a little later than it did. Nothing is lost; it joins on the next round.
  Balance:
    - Type walls and signature turrets keep their armament immunity and their one weakness, and their general armour is now five points above the plain profile at every level rather than a flat ninety-five from the start.
  Compatibility:
    - Saves from 0.25.0 start hardening from the floor: every standing Replicator is softer the moment this version loads and earns its way back. Their research queue is rebuilt once so the new technology is picked up straight away; whatever they were researching keeps its progress.
Version: 0.25.0
Date: 2026-08-30
  Major Features:
    - Three kinds of base. A base is now a railgun base, a tesla base or a rocket base, rolled when it lands. All three grow through the same four stages of a new, rebuilt core; at the last stage each stands its own armament over it, and each has its own temperament: a railgun base would rather found a new base than fight, a tesla base comes for you, a rocket base goes for the biters.
    - Bases roll their wealth. A base lands on one node, or on two, three or rarely four, and every node past the first carries a pod: a small self-contained factory of its own with its own extractor, generator, turrets, lab and roboport. Rich bases research faster, hold more walkers and take longer to clear. Pods are a proof of concept in this release; one design, one stage, three sides of the core. Expect them to change.
    - Each type's wall and signature turret take nothing from the damage their own armament deals, resist everything else at ninety-five percent, and have one weakness each: explosives against a railgun base, fire against a tesla base, lasers against a rocket base. A railgun base's wall is proof against bullets. Find the hole, or bring the disruptor.
  Balance:
    - Walkers are twice as fast, sturdier, and hit harder, and a base garrisons more of them: twelve at the third stage, forty at the fourth, plus six for every pod standing. Waves look further for something to attack.
    - The original layout is retired. It stays in the mod for saves that have it standing and for anyone who sets its spawn weight above zero; new bases are one of the three types.
    - Every technology on your side of the tree costs twice what it did, the endless ones and the planet ones included. A base has as many as five labs now instead of two, and the extra three stand in pods, which are the easier ones to reach.
    - A base is born with three spare extractors in a storage chest. Its core cannot make one; only a pod can. Kill a base's extractor three times and, unless it has a pod alive to make a fourth, that base is done.
    - A base now dies when it cannot recover, not when one building falls: when its last roboport is gone, or when its extractor is gone with nothing left to replace it. A base with pods has a roboport in every pod, so it takes more than one strike; a base that has lost its extractor for good stops rebuilding and stays as loot.
    - A Replicator railgun no longer damages Replicator buildings on its line of fire. Yours still do what yours do.
    - Walkers walk through their own base's walls, turrets and machines, the way a spidertron walks through yours. A wave built inside a walled compound used to be a wave that never left. They still cannot pass your buildings, water, cliffs or nests, and you, your vehicles and the biters still cannot pass theirs. Your shells and pellets still hit their buildings.
    - Their construction robots build further out than yours, eighty tiles from a roboport, so a base's crew reaches every pod it owns.
    - A garrison stands still once it has cleared the ground around its deployer, instead of milling through its own base for its whole life. It still fights whatever comes close, still walks home if a fight carries it off, and still leaves with the wave. Six hundred idle walkers used to cost the game more than fifty bases did; now they cost nothing measurable.
  Changes:
    - The bases are compositions now: a core, pods at authored offsets, and a per-type module, each a separate blueprint the base assembles. Growth clears its own ground stage by stage, and a base whose ground is wet pays for landfill and paves it before it builds. A pod that would land in water is dropped and the base comes up one node poorer.
    - The technology tree unlocks the underground pipe and the landfill recipe from the start; both were unreachable before, one by an oversight the new core exposed and one by an oversight nothing had exposed at all.
  Bugfixes:
    - A Replicator base whose endless technologies read as researched, which a save from an older version can carry, stopped researching for good once its finite tree was done: the labs stood idle and the readout said the faction had finished. An endless technology is now never treated as finished, the stale flag is cleared on the next queue check, and the readout counts only the finite ones.
    - A Replicator flamethrower no longer burns its own base. Its fire used to hurt the walkers standing in it, who turned on the turret while the robots repaired it under them, a fight nobody could win. The fire now spares the force that lit it and still burns everything else, trees included. Your own salvaged flamethrower gets the same courtesy.
    - A dying Replicator belt no longer spills what it was carrying.
    - The second stage of the original layout starved its own chemical line once its belts connected. The new core does not.
  Info:
    - Saves from earlier versions migrate: every existing base becomes the original type at wealth one and keeps growing on its own schedule.
    - Settings: one spawn-weight setting per base type (Map tab), a rare-four-node weight, base density and the garrison multiplier. The original type ships at weight zero.
    - Compatibility: mods that upgrade or replace turrets without checking whose they are will act on Replicator turrets too. The faction rebuilds a lost turret as its own plain one, so nothing breaks, but the swapped-out items land in the base's chests.
Version: 0.24.0
Date: 2026-08-08
  Major Features:
    - Adds the Replicators, a machine faction that lands on a matter node and builds a working factory on it. Extractors, chemical plants, assemblers, labs, belts, power and turrets, all of it running for real.
    - Their escalation is production. A base mines matter, smelts it into alloy, assembles components, makes its own science pack out of them and researches its own technology tree. Cut the belt feeding the labs and the research stops where it stands.
    - Kill a base and you can have all of it. Looted data buys a technology tree of your own that hands over their extractor, their production chain, their accelerator and their flame turrets, and the matter node the wreck leaves standing is yours to put a drill on.
  Features:
    - Four build stages. The first is a production line, the last is a walled compound, and every stage in between is the same factory grown larger. Each one is unlocked by a technology the base researches itself.
    - Construction robots stamp and revive the new buildings from inside the base, and repair what you damaged. Kill the roboports and the growth stops.
    - Node accelerators feed components back into the ground to raise a node's yield. Destroy them and the base runs its node down.
    - Deployers build walking machines and send them out up to a garrison cap. A garrison that fills up marches, picks an objective, and leaves. A wave that survives long enough founds a base of its own.
    - Their turrets and their walkers deal raw matter, a damage type nothing in the world is built to resist. Their own buildings shrug off nine tenths of everything a factory shoots and a quarter of bullets, so an early raid is a gun turret problem.
    - Three of their technologies never end. Turret damage, rate of fire and walker strength keep climbing for as long as a base is left alone.
    - Bases appear as the map generates rather than on a timer, at a distance from where you started. You find them by exploring.
    - Seven technologies on your own side of the tree, researched out of looted data, two of them endless. They cost a vanilla ingredient the Replicators never spend and three times the matter, because they rearrange matter and you have a box of scraps.
  Features (Space Age):
    - Space Age is optional and detected at load. With it installed, late bases also stand railgun, rocket and tesla turrets and manufacture the ammunition for them.
    - Vulcanus: the bond disruptor, a laser turret retuned to take a Replicator apart at the joins. Double damage to anything they built, and exactly nothing to anything else in the world.
    - Fulgora: the disintegration ray, a tesla turret rebuilt around a Replicator emitter. It chains, and the ground it lands on burns.
    - Gleba: a spidertron rebuilt in Replicator alloy. A fifth rocket launcher, a quarter more room inside, a tenth more health and speed.
    - Aquilo: the chaos missile, which stands Replicators up where it lands, on their own force, hostile to everyone including the player who fired it. And nano artillery, the best shell in the game against a nest and one of the worst against a Replicator base.
  Info:
    - Please note that this mod is still in Beta. It's very mechanically complex, so I might tweak how it works or the base stages themselves. That being said, feedback is greatly appreciated. The mod is generally feature complete, but every graphic in it is a tinted vanilla sprite rather than art of its own. Graphics are not my strong suit, so it might take a while until I can get proper graphics.
    - Two startup settings, both off. Layout authoring mode is a tool for building the faction's blueprints by hand. Not really useful gameplay-wise, but technically, you can use it to tweak how the bases work. Diagnostic commands adds five admin-only console commands for reading what the faction is doing.
    - Every prototype carries the proliferation- prefix, so nothing here collides with an overhaul mod's own names.