Stellaris

Stellaris

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More Traits: Classes (更多特质:阶层)
   
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7 Apr, 2021 @ 3:38pm
4 Mar, 2024 @ 12:14pm
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More Traits: Classes (更多特质:阶层)

In 1 collection by Jacques Cartier
Jacques Cartier Mods
6 items
Description
Available in English and Simplified Chinese.

This mod adds 6 new traits to the game that increase production for their respective classes(thus giving them priority when assigning those jobs). They do not use trait points/picks because they all have drawbacks that are equal to the benefits.

Traits:
Rulers: +10% ruler pop output, -10% worker pop output.
Specialists: +10% specialist pop output, -5% ruler and worker class output.
Workers: +10% Worker pop output, -10% ruler pop output.
The second tier of these traits have double the effect, as well as +10% consumer goods upkeep.

If you like this mod, check out my other More Traits mods

Simplified Chinese translation by 是林珑姐姐呀

此mod添加了6个新特性用于提高某阶层的产量,它们不需要特质点选择,但它们也同时拥有负面效果。

行政才能:统治者产出+10%,劳工产出-10%
书呆子:专家产出+10%,统治者与劳工产出-5%
乡巴佬:劳工产出+10%,统治者产出-10%
它们还有对应的升级版本,在效果翻倍之外还需要额外的10%消费品维护费。

欢迎为此mod提供想法与建议,如果你喜欢这个mod,也欢迎来看看我其他的模组。

是林珑姐姐呀 贡献汉化
6 Comments
MonkeysInSpace 18 Oct, 2021 @ 2:13pm 
Please make your common, common/traits, icons, and localisation folders lowercase, capitalization breaks the mod on OSX and Linux
Sir Mayday 8 Apr, 2021 @ 9:01pm 
I appreciate you taking the criticism in stride; I was later concerned I came across as harsher than I meant. Also, FWIW, it looks like 3.0 will make your traits as written less open to abuse (since resettling will cost influence).
Jacques Cartier  [author] 8 Apr, 2021 @ 3:43pm 
Actually, it has just occurred to me that the 2nd tier traits could be made less exploitable by adding a 10% consumer goods upkeep modifier as compensation for their skilled labor.
Jacques Cartier  [author] 8 Apr, 2021 @ 3:10pm 
@Sir Mayday Thank you for the input, when coming up with this mod I had more of a role-play usage in mind. I wanted to allow players to have a sort of caste system by giving traits that effect all pop jobs of a certain class. After some consideration, I have decided that this current version works as intended. If requested, however, it would be trivial for me to upload an alternate version of this mod that may be better balanced.
Sir Mayday 7 Apr, 2021 @ 5:28pm 
Mind you, if it's not MEANT to be balanced, you can pretty safely ignore my original comment.
Sir Mayday 7 Apr, 2021 @ 5:28pm 
I humbly submit that this isn't balanced. The output bonuses strongly weight pops by stratum (intentionally, and that's fine), but that makes the 'drawback' almost entirely moot. A pop that is never meant to work a ruler job, who never works a ruler job, is not actually affected by a lost output when in a ruler job. Abusing this loophole WOULD take some micromanaging, but it's worth it for the bonus. I'd have a few 'breeder' colonies (at least one for each stratum) and then resettle them to selectively fill the appropriate jobs. Combine with some pop controls to ease some of the micro (i.e. only allowing Specialist pops to grow on ecumenopoli, only allowing Workers to grow on basic resource worlds) and this mod reads like a free +10% job output.