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Ideally, though, it'd scale, so that it's +100 Edict Fund, -10% Upkeep, and then the +25% Agenda Speed, but then once the Mid Game Year hits it changes to give +100 more Edict Fund, and then another +200 Edict Fund after the Late/End Game Year hits. That migh be hard to program, though.
And anyway, I look forward to seeing a 4.0 version of this mod soon. 4.0 is fun, but the Perks aren't quite right, and the intended
Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.
You can also set "supported_version=v3.*" to avoid updating it for every minor version.
I've also reported this as a bug but so far no fix.
Yes, I added Mega-Engineering as a requirement. It's also one of the few advanced perks, requiring 4 other perks to be selected first (1 more than unmodded).
@Peter34
I suppose I can always buff it, if it's too low.
Asking because I saw some people talking about Unity-rushing Cosmogenesis and avoiding doing research until they built a Lathe.
This would make it a good companion perk for psionic ascension too and I like synergies between perks.
That's kinda something I think Subterfuge ought to do, but I don't use any mods that re-balances or fixes Traditions (I've looked at a few, but they're... extreme), and it makes some sense if Enigmatic Engineering gave -25% Espionage Operation Influence cost.
vanilla:
+2 Cloaking Strength
+2 Encryption
No Debris, can't have Technology Stolen
This mod makes one change:
Gives the Basic Cloaking Fields Tech as a research option if the player doesbn't already have it.
I think it'd "sweeten the deal" if it also added +1 Scientist Capacity, or +1 extra Cloaking only to Science Ships, or if it reduced the speed penalty on Cloaked ships, or only on Cloaked Science Ships.
Alternatively if it could somehow increase the draw weight of higher-tier Cloaking Techs, or if it could increase the Research Speed drastically (like +50%) when researching only Cloaking Techs (I think the game has 5 or something).
As it is, in SP, the only worthwhile effect is the Cloaking Strength bonus, and it feels like a very heavy price to pay Perk slot for that.
- Incorporated new bonus to specimen output from Grand Archive DLC into Archaeo-Engineers.
- Incorporated new bonus to damage vs Voidworms from Grand Archive DLC into Defender of the Galaxy.
- Consecrated Worlds now gives Holographic Rituals instead of Terrestrial Sculpting as a permanent research option. Players can use the agenda of the Adaptability tradition to gain early access to terraforming.
Anyway, I too am interested in hearing if this works with 3.14
It also gives you a headstart in specializing your planets even before you are able to turn them into hive/machine worlds and in a snowballing game speed has a quality of its own.
A minor thing: Mastery of Nature got a buff in vanilla a few updates ago, so that it increases the maximum number of Resource Districts by 50%, i.e. you can make more Mining/Farm/Generator Districts. This is based on Planet Feature Districts only, not ones from Planet Modifiers.
The minor problem is that the Hive World and Machine World Perks uncap these Districts entirely, and so makes it somewhat less attractive to take Mastery of Nature if you are playing as a Hive Mind, or as a non-Rogue Servitor Machine Empire (I think RS will probably prefer World-Shaper over the Machine World Perk. so not really a problem for them).
Would a slight buff to the Mastery of Nature Planet Modifier be in order? Currently it's +2 Max Districts and +50% Max Resource Districts. My proposal, although some might be able to think of otherss, is one of two:
1. The simplest.:If Machine Empire or Hive Mind, change to +3 Max Districts.
2. More complex: If you also have the Machine World or Hive World Perk, change the effect of the MoN PM to give +3 Max Districts.
Or are Nihilistic Rogue Servitors not a thing? I thought it was...
1) Updated mod for the 3.13 patch.
2) Detox effect is now incorporated into World Shapers, Hive World and Machine Worlds.
3) Various Cosmogenesis tweaks.
4) Various changes to Nihilistic Acquisition, Shared Destiny, Technological Ascendancy and Transcendent Learning.
- Implemented Cosmogenesis as an advanced ascension perk. It requires 4 other perks to be selected first, compared to 3 in the unmodded game.
- Updated Defender of the Galaxy, Galactic Nemesis and Hydrocentric ascension perks to function properly with the 3.12 Andromeda patch.
- Consecrated Worlds now gives +25% New Worlds Research Speed and Terrestrial Sculpting as a permanent research option instead of +2 Physics & Society Research from Priests and Holographic Rituals as a permanent research option. Intended combo is with World Shapers (terraform small planets/moons into Gaia worlds and consecrate them).
- Galactic Contender no longer requiers the Destroyers technology and no longer gives Cruisers as a permanent research option.
- Galactic Force Projection is now an intermediate perk and requires two other perks to be selected first. It also gives +1 Unity from Soldiers and Cruisers as a permanent research options and requires the Destroyers technology.
Patch released to accommodate the perk changes in the 3.10 patch for Stellaris.
- Imperial Prerogative now gives +2 Official Capacity instead of +2 Leader Capacity (new unmodded effect in 3.10).
- Shared Destiny no longer gives extra envoys and trust cap to empires who have Feudal Society or Franchising civics because of the changes to how the divided patronage modifier works.
- Transcendent Learning now gives +25% instead of +33% Experience Gain, +2 Scientist Capacity instead of +2 Leader Capacity and no longer increases Leader Pool Size (new unmodded effects in 3.10). However, in addition to unmodded effects it also gives +2 Additional Leader Trait Options if you own Galactic Paragons (bigger selection of traits to choose from when leveling up).
- Universal Transaction now gives +1 Official Capacity and +20% Commercial Pact Efficiency (new unmodded effects in 3.10).
Patch released to accommodate the perk changes in the 3.10 patch for Stellaris.
- Archaeo-Engineers no longer gives +50% monthly Minor Artifacts, but instead gives -20% Minor Artifact Ship Cost (it gives -10% in unmodded). It also gives +1 Scientist Capacity (new umodded effect in 3.10).
- Eternal Vigilance now provides +1 Commander Capacity (new unmodded effect in 3.10).
- Galactic Force projection now only has the new unmodded effects (+2 Influence from Power Projection, +1 Commander Capacity, +50 Fleet Command Limit, +100 Naval Capacity). Keeping the +1 Alloys from Soldiers would've been overkill. However, it still gives Doctrine: Fleet Support as a permanent research option.
- Imperial Prerogative now gives +2 Official Capacity instead of +2 Leader Capacity (new unmodded effect in 3.10).
- Mechromancy perk now gives Kinetic Battery as a permanent research option. Also updated the AI weights to choose the perk to be in line with other advanced perks in the mod.
This was done to spice up the perk and because it's in the general spirit of the mod to provide tech options. It also makes sure you have a good weapon available that can make use of the perk's modifiers.
Small patch released to accommodate the perk changes in the 3.9 patch for Stellaris.
- Voidborne & Mechromancy have been incorporated in the mod with vanilla effects. Both are advanced perks and require selecting 2 other perks first.
- The mod no longer changes ascension path perks because they now already require 2 other perks to be selected first in vanilla.
- Fixed a bug that prevented Galactic Force Projection from increasing your command limit. Thanks to Daedwartin for spotting it and providing a fix.
Anyway, thanks for updating so fast!
TThe game is looking for command_limit_add. As such, it does not apply the bonus.
- Enigmatic Engineering now properly gives you Basic Cloaking Fields as a research option if you have First Contact DLC.
- Added +2 Leader Capacity to Imperial Prerogative.
- One Vision now gives hiveminds -25% Deviancy instead of +50% Governing Ethics Attraction and Unity of Purpose as a research option instead of Autonomous Agents.
-Nihilistic Acquisition now gives gestalt empires Interstellar Campaigns as a research option instead of Unity of Purpose.
- Transcendent Learning now has vanilla effects, but it still gives Vitality Boosters or Administrative AI as a research option.
- Adjusted AI weights for leader related perks so they take into account if the AI picked Aptitude or Statecraft tradition.
- Changed how triggered effects are implemented on a technical level. Barbaric Despoilers with Nihilistic Acquisition and Feudal Societies/Franchising megacorps with Shared Destiny will lose the AP, but will have a free AP slot and can instantly re-select it.