I had an idea of a DLC or expansion pack, in order to fight the precursors.
The story:
Some evil precursors have infiltrated the benevolent precursors community when they were ascending to an higher level of existence. They were discovered but due to their higher level of existence, they couldn't be killed. But the benevolent precursors found a way to reincarnate them.
These evil precursors aren't happy, they are angry and furious. They want to exterminate all other species and to perform an evil form of ascention in order to send the benevolent precursors in hell.
They could have the following abilities:
- Ancient
- Precursors, that could allow to change a planet trait by building orbital rings and stations, statellites, precursor shield, strong precursor drones to defend the planet, etc... This also could be done without changing the planet trait, by adding a list of planetary projects/improvements assigned to the planet and these projects/improvements should not take a tile on the planet map. By this way, a planet could have many projects: satellites, space elevator, orbital ring, precursor promethion mine/extractor (that extract promethion from the core of the planet), and others. But it may be better to limit these projects/improvements to one per planet. The Precursors ability could also allow to research special precursors weapon/defense/speed/range/mass bonuses and some precursors ship components.
The planetary projects/improvements available with the Precursors ability could be:
- Listed in the "planetary projects" like the shipyard.
- Available after researching special precursors techs, for example with a research tree "precursors tech" in addition to the 4 standard tech trees (colonization, engineering, warfare, governance).
The Precursors ability may seem overpowered, but:
- It costs research of precursor technologies in addition to the standard tech tree.
- The precursors planetary projects/improvements should cost a lot of manufacturing.
- It is maybe possible to increase the power of the other abilities to counterpower the precursor ability, for example adding more free research to the intuitive ability.
- The planetary projects/improvements I previously cited could be added to the game regardless of the ability, and limiting them to one per planet. With the precursor ability, these projects/improvements could be the more powerfull precursor version, and/or it could allow the player to have special precursor projects/improvements not available without the precursor ability. With one big planetatry project/improvement per planet, and that don't take a tile, the low class planets may become more strategic.
I like these ideas and would like to test the game with them, but I don't know if they can improve the game. The problem I have with these ideas is that precusors planets won't be so attractive they are now, but on the other hand, I think these ideas would reduce the part of luck that is to find precusors planets on the map in a random distribution.