Stellaris

Stellaris

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[4.0.*] Restore Telepaths
   
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1 Jun @ 2:14am
1 Jun @ 10:35am
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[4.0.*] Restore Telepaths

Description
Restore telepath behavior to pre-4.0.14 "bugfix", by implementing a much better fix so they scale off job efficiency other than their own while also not being absolutely screwed over by automation.

--verbose
Early implementations of 4.0 telepath job efficiency bonus had this funny thing where the job itself provided job efficiency, which boosted itself in a feedback loop. 4.0.14 "fixed" this by transferring the +10% job efficiency bonus to the Psi Corp buildings and have them scale by seeing how many POPS are working as telepaths.

This, on the surface, looks like a clean fix, but what Paradox did not consider is the fact that not only did they just render telepaths the ONLY ascension job to not benefit from stacking job efficiency, but also that automation building FORCIBLY REDUCES the efficiency modifier from them. This is not an issue on ecumenopolis where you always have an urban specialization district to cram in buildings or orbital rings, but any non-basic resource habitats will force you to choose between giving up 10% job efficiency or doubling your pops on the planet.

This mod gives the telepaths back the job output of efficiency modifier, but also gives the same amount of reduced telepath efficiency so they don't go boosting themselves. This also allows you to benefit from any mod-added telepath jobs without actually having psi corp building for whatever reason.

overrides
psionic_workforce_from_telepaths script value common/inline_scripts/jobs/job_telepath_additional_modifiers.txt
If there's a mod that adds an upgrade stage to Psi Corps building that still uses psionic_workforce_from_telepaths, it will be compatible without patches.

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2 Comments
nobody  [author] 2 Jun @ 12:55am 
@Kiyokoko yes, but since vanilla atm has way too much stupid balance issues going on rn, I'm not gonna try to balance it to be on par with genetic pop printer civilian singularity. I'm just leaving this as compatible as possible so the combination of mods can handle the balance front
Kiyokoko 1 Jun @ 10:36am 
I think this mod is a pretty good starting point, but doesn't this still have the issue of not being able to get more than the 200 telepath jobs from the psi-corps building? Which is the whole reason telepaths have issues at the moment?