Background:
Ever wonder why the Xenomorph army unlock tech randomly talks about subconscious interfacing?
It's because it was actually made for the alien cavalry feature:
[quote=Stellaris 1.0]These sturdy war beasts make excellent mounts, once they have finished bonding with their riders. They can traverse almost any terrain, and have proven very effective in scouting and raiding roles. Larger specimens have also been used with success as heavy weapon platforms.[/quote]
Pretty cool, right? It's Turok, Avatar, etc. But nowadays it's been removed from the game. This mod brings cavalry back and more.
Overview:
Dangerous Wildlife Expanded fills the galaxy with new exotic alien fauna, and then gives you fun ways to play with it.
- Discover new colony features, exploring 44 new varieties of alien wildlife and their homes.
- Defend yourself from and take the attack to wildlife in ground combat.
- Integrate wildlife into your cities to gain stability and new living spaces.
- Militarise them, bringing your monsters through the vacuum of space to invade alien worlds.
- Xeno-Cavalry is restored. Bond with and ride alien animals on mounted divisions.
- Send exploration teams into the deep wilderness, uncovering epic bosses that you can one day use for yourself.
- Finally breed the wildlife - getting around their scarcity.
- Afterwards, you're ready to progress into Xenomorph development in a natural way.
Everything is contained inside two short tech paths:
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Dangerous Wildlife Manipulation deals with exploring, relocating and breeding creatures.
Morphogenetics deals with genetically modifying fauna.
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🏝️Dangerous Continents
You can find new wildlife just like vanilla - by scanning a planet and seeing it's features. But sometimes you'll find a dangerous continent.
Your colonists are struggling to develop these vast areas. You scout them with teams of military and science personnel, who reveal a selection of new planetary deposits for you, as well as detailing what the dangerous wildlife was living there.
🌏Wildlife Worlds
The other way to find new wildlife is on a rare Wildlife world.
They're special but super-rare planets whose ecosystems are overrun by one species. It could be a prehistoric savannah world whose skies are swarming with Pteranodon, or it's fields full of Velociraptor... They have many deposits and are very tough to colonise.
👽Wildlife Diversity
I've added prehistoric Mammals, Dinosaurs, Giant Bugs, or other Apex predators that might exist on earth today. Three animals - Raptor Flocks, Battle Worms and the Parasitic Brood are based on attachments like Xeno-Cavalry, they're unimplemented ideas by Paradox the mod lets you play with.
Mechanically, the wildlife is an enhanced "Dangerous Wildlife" blocker. They can strike out and attack your colonists in ground war! Attacks will pressure you over time, and some are strong, so you have a reason to land your idle transports to help the defences. Different wildlife has different strength, too. Packs of Dire-Wolves may be tough, but are nothing compared to the rare and mighty Tyrannosaurus.
Like Vanilla, you research Dangerous Wildlife removal tech to stop the attacks, and each planet has it's own tech. So if you've dealt with Goliath-Bats in your Alpine caverns, you still need a solution for Millipedes infesting your tomb world.
Afterwards you'll find a deposit of pacified specimens that are no longer a threat. It doesn't do anything yet, but evolves to do fancy things as you progress the techs.
🔓New Technologies
Basic morphogenetics tech is where we start, giving us useful colony bonuses.
Impulse control is next, and let's us pack the wildlife into our transport ships.
Wildlife is powerful but has troop limits like the vanilla "Titanic Life". You can't get infinite Woolly Rhino's, you're more likely to use a mix of different species and create some fun invasion make-ups.
You now see the value in finding a rare wildlife world - if you conquer one you have more armies at your disposal. They're hopefully the kind of world to wage war over.
Again, some wildlife is stronger than others - this remains true when you recruit them. If T-Rex were bad-ass enemies, they are bad-ass allies!
⚠️
Your Woolly Mammoths will be stronger on Tundra worlds, and suffocate on a tomb world. Your Megalodon Sharks do well on Ocean worlds, but do very little on Deserts. - Please paradox add triggered_army_modifier so I can do this!⚠️
🐎Xeno Cavalry
Next up are the alien mounts, your citizens can now ride the monsters:
Not everything is mountable, I've only added ones that make sense. But as a cherry on top, if your wildlife is capable of flight (say, giant eagles) then you get flying cavalry - same for if they can swim (like sharks).
Deep Wildlife extraction is a DANGEROUS tech. It will substantially raise your troop limits for all wildlife - a huge perk. But there is a chance that those exploring teams will now provoke the mods apex predators, wildlife boss fights!
💀Wildlife Bosses
Wildlife bosses are titanic specimens that can take on hordes of armies all on their own.
All 44 forms of wildlife have their own boss with unique name and idea for their ultimate kingpin. A second method also exists to find the bosses, which doesn't even need the tech: They appear on wildlife worlds when you pacify the last deposit.
If you beat a boss you'll find a planet modifier marking that it has been subdued, and may be useful later. Which is where the final morphogenetics tech comes in:
Recruiting a boss is a big deal and a tough endgame activity, costing a lot of food, money and time. It's also a one-time thing, try to keep it alive! Think of the feature as a ground-combat megastructure.
🧪Dangerous Wildlife Breeding
One final tech is available for those who have a lust for it:
With this you'll be able to specialise your worlds as recruitment capitals. You can take your limited alien pandas and breed more of them - increasing your army limits and other perks. Just in time to build a horde to fight against the Prethoryn. Sorry if they get zombified.
🦾Unique Empire Interactions:
In vanilla, Machine Empires don't use morphogenetics or epigenetics, same here.
Fanatic Xenophobes and Purifiers also are uninterested in wildlife.
And I included that Devouring Swarms will, of course, get to eat them. (Via decision.)
🖥️Technical and compatibility:
Compatible with my mod
Planetary Features Expanded. It's basically an expansion to it.
Fully compatible with planetary diversity.
One overwrite - Morphogenetic Field Mastery tech.
Fully configurable in the scripted_variables file. Try it!
I super duper want for this mod custom army icons. That would look so cool. There are currently none. If you can help with this, please message me.