Stellaris

Stellaris

Narf's Fixes - Gene Clinics
16 Comments
Algebraist 13 Jan, 2024 @ 12:45am 
Haha, well CK2 was 9 years so you might be waiting a while.

Nah you're fine dude, I don't think any author is obligated to keep their mods updated.
Narf the Mouse  [author] 12 Jan, 2024 @ 7:47pm 
Yeah sorry I haven't really played Stellaris in two years. Waiting for them to finish the game.
Algebraist 12 Jan, 2024 @ 7:03pm 
Probably obvious but very broken as of 3.1.
These comments help me so I figured its useful to leave here.
Narf the Mouse  [author] 23 May, 2022 @ 9:54am 
Apologies to anyone waiting; I haven't played Stellaris much for quite a while, and I'm rather exhausted in general.
yixx🩸 4 Nov, 2020 @ 6:25am 
bump
Peter34 7 May, 2020 @ 2:16pm 
Can you publish your mod, after 2.7 comes out please?
ThunderOrigin 6 May, 2020 @ 1:09am 
I've been running my own mod, habitability can be put on the building and/or the jobs. Additionally I used the Encouraged Growth decision to work out that 3% cost 1 food, so I shifted that into the upkeep so that the Consumer goods are valued into habitability, amenities, and additionally 1 unity and 1 society. It makes their Consumer goods better than entertainers, but worse than culture workers/priest concerning the additions. However, one can say they are arguably better as their value is shifted into habitability.
Narf the Mouse  [author] 5 May, 2020 @ 9:32pm 
Replacing the amenities bonus with a habitability bonus makes sense. I will look into it, but due to RL, it might be a while.
Peter34 28 Apr, 2020 @ 10:56pm 
I think +2% Habitability per Job would be good. That translates to +4% for the Gene Clinic and +10% for the Cyto.

Personally, I’d prefer +1% Habitability and +1% direct Happiness (to all biological POPs, including Lithoids), if that is possible, because some play styles won’t benefit from the Habitability, but more Happiness is almost always useful. Or even just +1% Hab and +0.5% Happiness per Job.

Lithoids rarely need more Habitability.

Mono-species empires can Terraform to their preferred biome, and can get +20% from 4 Techs (or is it +25% or +30% from 5 or 6 Techs?), and have a 1/8 chance of getting the precursor that lets you have another +10%.

Life-Seeded empires will Terraform everything to Gaia as early as possible.

Some empires might also go Ecumenopoleis-heavy. Arcologies are 100% Habitability for everyone.
ThunderOrigin 28 Apr, 2020 @ 5:32pm 
Actually put the Habitability on the Medical workers, encourages their use more. It can be justified that they are treating people from the native infections and poisons etc for longer average life duration so the are more likely to reproduce.
ThunderOrigin 28 Apr, 2020 @ 5:15pm 
Its not amenities that it needs, on this building, Entertainers should be the go to for Amenities.

For Medical Workers to compete with Roboticists you need huge pop growth and some environmental tolerance.
Perhaps a bulk stats on the actual building of 10% habitability on the Gene Clinic and 20% on the upgrade. Still not robots abuse, but making ground.

Using the Encourage Growth planetary decision we can extrapolate its 1 food a month for 3% pop growth. Perhaps this can be worked into the calculation, but its laughable as comparatively on a roboticist 1 alloy is essentially worth 33%, Implying 1 alloy is 11 food...

To break even with robots on growth, you need 66% for gene clinic with its two specialists and 200% for the upgrade with its 5 specialists. Considering the food cost, it would be fair if only 15% was on a pop for 5 food upkeep. However putting the rest into the building means having an active but empty un-worked bio-pop building is very cost effective.
Narf the Mouse  [author] 26 Mar, 2020 @ 10:55pm 
I perhaps should have boosted the amenities of the Duellist and Entertainer jobs.

Thing is, amenities don't/didn't matter that much. It's the easiest resource to have enough of, and the easiest resource to ignore when you don't have enough of.

That may have (hopefully did) improve in the 2.6 patch, but I haven't played enough of 2.6 yet to know.
Peter34 16 Mar, 2020 @ 7:32am 
Why not buff Gene Clinics in some other way? Make each Job give an additional direct +1% Happiness to all Biological POPs. A huge freakin' pile of POPulation Growth bonus might make the Building and its Jobs worthwhile, but it's boring.

And the Amenities per Job seem unreal. It's more than Duellists get, let alone Entertainer Jobs. I know the Building is Planet Unique (at least as of 2.5), but why boost both the Growth bonus and the Amenities produced?
Narf the Mouse  [author] 31 Oct, 2019 @ 11:54pm 
Sorry for the late responses.

ajacksonian: Unfortunately, that is both well beyond my skill and my ambitions as a modder. The mods I'm making; even the Ethics Boost mod, are ultimately fairly modest.

Peter34: I've updated the description with a mathematical breakdown.
ajacksonian 20 Oct, 2019 @ 10:44pm 
I was hoping that the Gene Clinics would do genomic mapping so that if you went for gene tailoring/modding that there would be more available based on the number of clinics and how long they were operating. Like 3 clinics for 5 years might get you one of the advanced traits available. Of course that stuff, given to the AI will bog down a game a no end...
Peter34 19 Oct, 2019 @ 7:03pm 
Those bonuses are excessive! 12.5% POP Growth speed per Job and 12.5 Amenities per Job, up from 5% and 5.