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Nerve Staple: No pop Political Power and proper 10% boost[2.2.3]
   
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3 Jan, 2019 @ 6:48pm
19 Jan, 2019 @ 4:53am
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Nerve Staple: No pop Political Power and proper 10% boost[2.2.3]

Description
Updated for 2.2.3. Even though the patch notes say the 10% job boost is fixed, it still isn't as far as i see.

What it does:
- Changes the resources gained from the Nerve Stapled trait from 5 % to the advertised value of 10 %
- Removes Political Power from any pop which has the Nerve Stapled trait (This affects overall happiness on a planet and therefore the stability, it should also affect the support the factions get from the population, but i haven't tested this).

Background:
When you look at the ingame tooltip it says that job resources gained is increased by 10 % but when you look at the produced amount from a pop it is actually 5 %, this mod changes the actual value to 10 %.
As for political power, currently Nerve Stapled pops affect the overall happiness of a planet even though they have no free will and have no happiness, this is in my mind a bug and they should not affect the overall happiness on a planet. So i removed their political power so they are treated in the same way as if they would be robotic servants.

This mod fixes the issues raised in this reddit post by "famaouz" : https://www.reddit.com/r/Stellaris/comments/a4w8l2/nerve_stapled_isnt_as_good_as_advertised/

This might intefere with other mods that affect traits from organics.
7 Comments
JaceWithDaBASE  [author] 8 Apr, 2019 @ 10:40am 
@Booperius Yeah I think so. I just don't know how to update the mod without creating a new.
Booperius 7 Apr, 2019 @ 5:27pm 
Does this work with the latest version of 2.2.7 Stellaris?
JaceWithDaBASE  [author] 17 Jan, 2019 @ 5:58am 
@Tyro What's the problem with robots? They seem to work as far as i am aware. I have no idea if it will work with 2.2.3 beta branch (first time i have heard that exists), but if it doesn't change any traits for species it should probably work.
Bardagh 17 Jan, 2019 @ 4:53am 
Could you expand this to also fix robots? They have the same problem.

Will this work with the 2.2.3 beta branch?
Cephalon Sithalo 13 Jan, 2019 @ 6:56am 
TL:DR Your Welcome :LotusFlower:

Not really no. Developers overlooking/forgetting about something isnt a bug.

Trait text says 10 but the code says 5. Thats not a bug thats the developers overlooking a mistake that was made. Its understandable. Im not trying to be rude or anything to them or anything. It can be frustrating to me however when there is something that should be at least somewhat quick to fix that is just not bothered with for ages.

Like the turrets on ships. The game has been out for 2 years now but I put together a fix for the issue in just a few days...

Its just not good for developers to have the mindset of "We dont have to fix this small issue because the modders will do it for us."

As for the political power issue. I cant really say. But I would wager it was more of an oversight considering the large scale of the 2.2 + Megacorp.

But your welcome :3
JaceWithDaBASE  [author] 13 Jan, 2019 @ 5:15am 
@Sithalo Isn't that what a bug is though? Anyway thanks for appreciating the mod =)
Cephalon Sithalo 13 Jan, 2019 @ 3:20am 
I dont think its a bug, neither the first nor second bit. It sounds more like an overlook on the developers part. Which wouldnt be so bad if simple things like this where fixed instead of left in for ages.

But at least modders are there to pick it up so thanks :LotusFlower: