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Hey folks and welcome to this brand new mod development blog. As our beta cycle of Vanilla Factions Expanded - Empire comes to an end, it's about time I create infographics for it.

I didn't just want to copy the old VFE style of infographics. I am not entirely happy with them, they are old and dated and frankly look like crap. As such, I've taken a new swing at some different, more refined infographic style - whilst it doesn't relay as much information, it's not necessarily a bad thing. We don't want to give players any spoilers. It's still important to us that the player knows what they're getting, so I made damn sure that these infographics give you just that.

Lets take a look at some of the first infographics I made for VFE-Empire:

Now let's take a look at all the noble ranks with new requirements to reach them. Really exciting stuff, now you can make a proper noble playthrough and spend all game building up your royal house.

Alright, that's it for this devblog. Let me know what you think and what you're looking forward to the most!

Files

Comments

D-Train

Loving this. This is the expansion royalty deserves.

Beck

Looks awesome, will the shuttles be obtainable with vehicles expanded? Can't wait to finally get around to that empire run I keep meaning to do once this mod drops!

Lyn the Cookie

I love this. I'll have to be honest, the infographics are one of my favorite things about VE mods - and I often go to their mod pages just to look at the infographics and get inspired. It's nice to see a new coat of paint for them!

Pim Kartner

This all looks amazing! Question about the court requirements. Are the titles interchangeable? What I mean with that is a Magister requires 2 praetors. Would 4 knights also suffice or does it have to be praetors or higher?

Max-IA

A question about Ultratech, how do u guys plan to implement the androids. Will it be a entire new race with humanoid races framework or something with the xenotype of the biotech? And if they are a new race how would they interract with xenogenes?

Max Arias

Looks amazing. Great job.

Manoah Heinsch

Looks awesome! Especially the design of the deserter armor! One question: Will you only be able to accept quests from deserters or will you also be able to join them?

John Anderson

I don't mind the new less verbose descriptions. I find it really important that the pics and what they do are there, a lot of your mods I choose because there are a couple less big deal items I just love from them. The extra cost and sometimes even tech data per item I generally never cared about. The mods where the details mattered were things like outpost or insectoid genes, but I would argue that those were pretty confusing and needed extra specific clarification. I never cared what exact technology or general cost a suit of really cool armor is.

Steven

So once you reach the Marquess or Duke level, is there anything stopping you from bestowing low level titles to a bunch of your own colonists so that they get psylinks? Besides a cooldown I'd imagine. Looks like a cool mod, I'll look forward to making a royal court and probably getting raided in the middle of a Ball!

Pim Kartner

Question, it seems like a lot off info is still missing like the great hierarchy, vassals, perks, and quests. Is that what you mean with no spoilers or are they coming in a follow up infographic?

Artemis Martin

Everything here looks amazing, though I'm a touch confused for the Deserter Gear. Understanding that Royalty doesn't have a monopoly on psychic powers, it seems like a faction dedicated to fighting them would go for decreased psychic sensitivity: that way, Sophian Psycasters can't affect them as easily. This would work well as a way to resist many of the mind-altering powers from Psycasts Expanded which many of the royals would have. The Deserter Helmet is a good example of this, since it goes the lighter armor with better accuracy would fit well for someone who couldn't get too close to the cataphracts and psycasters they were fighting, and would likely win in close-quarters combat. Maybe -50% psychic sensitivity and decent speed would do well to resist psychic meddling, and to outrun heavily-armored knights? The Archotechist path is unique to Royals and has a greater dependence on the *target's* sensitivity than any other 'offensive' psycast path. Armor that makes your elite troops more vulnerable to Stun, Berserk, and Psychic Pulses seems like a mistake you couldn't afford to make often.

Choppytehbear

Thank you so much for all the work you guys do.

Choppytehbear

Will you be adding more Fine Floor options? The base game ones get quite boring and repetitive.

Pim Kartner

Question about throne room requirements. For archcount you no longer need instruments in your throne room, presumably because you have them in your ballroom. Do those throne rooms still satisfy the lower titles that do need instruments?

Stim

Wow, it looks like I'm gonna have to make some HUGE rooms for these people. Thankfully I had some room left in my base layout, but... the high stellarch throne room has to be like.... BIG. And I'll need to set aside two equal big rooms for the gallery and ballroom. Might have to just adjust bedrooms to be royal rather than putting them next to it. Though, I might try this ascension only once and then default back to just count and lower. At least they will ROCK in terms if psycasts, I assume

BR164ND

So I was wondering, since you guys usually make it so that all your mods work together, if some of the items listed here would be affected by previous mods as well. For instance, will you guys be introducing new forms for the toxblade if we have the vanilla persona weapons expanded mod? And as for the armors, would there be prestige versions that we could craft using eltex from eltex meteors in vanilla psycasts expanded? Regardless, amazing work as always.

Morgan

Will the banner use the constructor's ideology symbol?

Lyn the Cookie

"Ballroom Requirements: Organs" You heard your majesty. Bring in the prisoners!