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Superhero Genes - Base modification
About This Mod
Note to requirements: If for any reason you are unable or unwilling to comply with any of the listed requirements, the mod will still work. The mod is designed so that if the mod is disabled, no genes associated with the requirements will be added. If you can't find the force that should be in the list, make sure all of the listed mods are enabled.
Have you ever wanted your pawn to lift huge weights? Did you want her to be able to explore objects at an incredible speed? With this fashion, you can endow pawns with the most common superpowers, such as super strength and super speed. As in superhero movies, there's some balance in what they can do, but we're not here for common sense. There are three categories of abilities in this base, each of which includes six abilities that affect different aspects of the pawn, plus one or two as bonuses. All superhero genes, whether created from this fashion or those that can be created later, have a basic superhero gene that provides cost-free improvements to several aspects of the pawn.
There are three types: super-, non-, and anti-super. Supergenes increase statuses beyond those of the base gene, and antisupergenes eliminate the base bonuses of this type. Antisupergenes carry another fine in addition to nonsupergenes.
For those who are interested, yes, we have added a compatibility patch with CE.
Superhero Genes - Villain Factions adds another type using these genes and a hostile faction. It is separated from the others, so that a bunch of extra xenotypes will not fill the list, and a strong hostile faction will not constantly disrupt the colony's operation. I also think of making an extra mod that restricts superhero genes, restricting the types of ordinary genes that can be taken with them, but that will be deferred depending on my work schedule and the level of interest at the moment.
Superhero Genes - Supers Everywhere gives each xenotype a superhero gene and replaces many negative genes with antisupergenes. This will make all the negative genes of each xenotype more significant and, when using Villains and Stereotypes, make it easier to find pawns capable of fighting Villains one-on-one.
Want more balanced superhero genes? Superhero genes - Activated supergenes transfer many of the innate supergene bonuses to activated abilities. When activated, the superhero gains all abilities for 30 minutes instead of 1.75 more energy. This is not done separately for the purpose of balancing, but because some people just like to create god-like figures.
If you just want the base cost of a superhero gene to be the same as all non-superheroes combined, "The expensive base superhero gene" sets the metabolic cost of the superhero gene to -8 and combines all non-supergenes into one gene called "Sleepy Super." Add a new archetype.
For those who expect their superhero pawns to live a very long time, I recommend paying attention to my "Always very prolific" fashion. It removes the effect of infertility from old age.
For those who want to create a religion based on the superhero group, I created the Increased Max Gods in Theist Religions mod.
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