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AI will now try to give species with Gaia or Relic World preference traits that improve habitability, as suggested by Volcary.
Fixed several traits which were supposed to have positive costs having negative ones instead.
Randomized countries' starting ethics and authorities now will tend to be influenced by their traits, for example Aggressive species will tend to be militarist and Thrifty species will tend to have Megacorp governments. Aside from the "natural [ethic]" traits, which will guarantee a matching governing ethic, most ethics-effecting traits have a 25% chance to trigger a pre-game-start ethics shift in a randomized country.
Also fixed the bug where the Starnet patch broke jobs.
Huge
Members of this species are breathtakingly enormous.
Pop Food Upkeep: +80%
: +100%
: -20%
: +80%
: +60%
Worker Pop Resource Output: +20%
: +80 years%
I have the mod's dependencies active & loaded before this mod, and it's not a problem with my UI being too small. Anyone know a solution?
* Added more traits
* In accordance with various peoples' advice, reduce the impact of population growth traits
* tweaked AI weights a bit
* fixed the bug where Tiny was its own opposite
* traits which effect ethics attraction in vanilla (e.g. Strong increases attraction to militarism) now say so in their descriptions
"Tiny Incompatible with current trait: Tiny"
I also noticed that the Survivor trait (gained from the Post-Apocalyptic origin) hasn't been doubled in its effects (+10 leader life, +70% tomb world habitability). Is that intentional or just missed?
As for More Picks; could you post a link to that? There are many, many mods with variants on that name.
Could you tell me what's in the error log and what other mods if any you were using?
I also have that complaint about culture derived traits, glad to know avoiding those was appreciated. And now you've suggested it, I can think of some concepts for advanced traits to add next time I make a major update to this mod.
With those changes, I think those traits would still be S+ tier from a min-max perspective, but not completely out of line with normal Stellaris. Many of the others seem fine (and again, I can't really judge the fancy ones without a playthrough...pop swapping types might be cool, or might be a pain in the butt).
I'll try dropping the bonuses and see how it plays.
In general, Pop Growth is the single most powerful modifier in the game, and there are very few ways to boost it. Tech gives +20% at most (ignoring Gene Clinics...which are not worth it), so something that gives +40% is massively powerful. While I like doubling the effect of many traits (since they are fairly quickly eclipsed by tech bonuses), I don't think Pop growth should be. It is that strong. Also, any negative trait that *gives* pop growth should probably only be a small amount (5% or so), since it is not only giving you the strongest boost in the game, but also trait points.
With the specialist maluses for Huge- the idea was that since their manipulator appendages are bigger it's harder for them to do detail work, so there's a similar malus to what Clumsy gives.
Also, why does Big/Huge have specialist maluses? I feel like something at that scale could easily use that size for a boon, making really big batches of alloy, for instance.
In general, each pop with Valuable secretions gives +0.4 trade value so long as there exists any other pop which:
1) doesn't have the same secretion, i.e. either doesn't have the Valuable Secretions trait or isn't the same species.
2) has sufficiently high living standards, i.e. not Basic Subsistence, None, Servitude, or one of the assimilation living standards.
3) either has the same owner as the first pop, or their owners have a commercial pact, or the first pop's owner has a branch office in the second pop's country.
As an aside, it seems that megacorps are always classified as a "Hive Plutocracy", even if it doesn't have the hive minds trait. I took a cheeky look into the Multihive Governments file and it looks like you haven't specified that the multi-hive trait is required for this gov type specifically (I checked yesterday so if you've already fixed it since then, sorry).
At the extreme, an adaptive, sensitive person can live comfortably in the arctic or in a volcano, in fresh water or in salt water, in air so thin its almost vacuum and under intese UV light. But they'll die of one disease or another pretty quickly if they don't keep their environment meticulously clean.
Poisons is a grey area; generally vulnerability to industrial waste makes you sensitive while vulnerability to the wrong balance of natural compounds makes you non-adaptive, but of course "industrial waste" and "natural poison" overlap and things that make you vulnerable lots of stuff in one category probably also make you vulnerable to stuff in the other.
And the difference between hardy sensitive and adaptable/non-adaptable is: adaptive/non-adaptive is about how well you handle natural environments that aren't the one you evolved for , whereas hardy/sensitive is about how well you handle artificial environments that weren't designed for you (remembering that even a bronze-age city is an artificial environment)
It's pretty similar but I think not more so than "intelligent" vs "ingenious", "docile" vs "conformist", or "unruly" vs "quarrelsome".
To see if it's incompatible with a particular other mod, you can check if they overwrite any of the same objects (I list the objects this mod overwrites in the discussion). It's incompatible with Starnet in particular because this mod and Starnet both overwrite job and pop_category files. This mod does that to make some of the new traits work while Starnet does it to adjust the factors pops use to decide what jobs to take.
Would you like me to make a compatibility patch?