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You can find the complete list of traits here : steam://openurl/https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/681576508/3288067088115980313/
Thank you in advance. :)
It's been a while I haven't played as Psionics so I'm not sure what you mean about the Shroud rigin, and I wouldn't be sure to how to lock the traditions trees, but I like the idea of Lower Psionics and Basic Cybernetics. I'll try to have a look and see how it could be realized.
Great mod, five stars.
The Living Ships trait heals ships hulls (but no armor) as if they were in a shipyard, permanently (doesn't seem to apply in battle but unclear, someone showed me a DEFINE and it seems all healing outside of combat is 5* healing in combat. Still, 1250 days to heal a ship, in a battle, doesn't seem that big).
Except Living Ships is at 0.5%, so even better than shipyards. Only 200 days to heal the ship.
After these tests and considering the speed of healing, I AM SLIGHTLY NERFING THE TRAIT, from 0.5 to 0.4, which is still pretty good for a cost 1 trait.
Go visit shipyards to heal your armor and double your hull healing, or just use shields and no armor.
Thank you Redbeard for sending me on this goose chase. :)
I would think it's just a misnommer, but ingame it shows as +90% daily hull regen, while basic ships have +40% daily armor regen (and hull regen).
I'll ask to other people, I'm a bit confused and unsure if it's normal or if it changed.
On a code perspective, there is no special tag to block traits away from being applied by Evolutionary Predators. Eat all you want. :)
I think it is fine, but it's a recent trait, compared to many others, so all I can really say about balance is that nobody complained yet. ^^"
In my experience, the unity traits were rather strong, compared to traits like Rooted/Pionners which are fun but don't have much impact over a game. But not as impactful as pop growth bonus/malus, for sure.
Anyway, I'm far from playing meta, so I am probably missing massive things. Like the robotic Swarm trait,
And part of me want to put the "unity to all jobs" even on the vanilla traits. But some bureaucrats jobs provide more bonus than plan unity, and for those non-unity ressources, the vanilla traits will boost the production.
I guess it will need for the player to consider more carefully which trait to take.
Alright so bureaucracy 10% bonus from Impassioned stacking with 10% bonus from Ascentic
For example i have 360 work force (from buildings) and i have one of the these traits so it gives me + 36 work (efficiency) force, if i have both it gives me + 62 work force.
I mean, i dont think + 10% for all unity workers is that overpowered. Maybe dont let it stack ?
Before it was + 10% for all unity outputs (jobs), it wasnt OP either. ¯\_(ツ)_/¯
I would just change description, so that everybody would know what job gets the bonus ( or/if all of them), just byro jobs ? maybe all Administrators workers ?
Manager, steward, preacher, numistic priest, unifier, culture worker, death priest, low tech bureaucrat, memorialist, haruspex, are all bureaucrats.
Mortal initiate are considered as bureaucrats too, but defined as a specific job. In theory it should work too.
I may do Melancholic/Passionate as "all jobs unity" having a (slightly lowered) bonus, and the others traits boosting only bureaucrats look-alike like the vanilla trait.
Any thoughts on this proposition ?
But in vanilla, they did bureaucrats only for presapients and traditional.
I'll keep only bureaucrats for now, put the small update and think over it.
Just keep the bonus as vanilla ? Do a full unity bonus ?
In the case where all unity jobs are buffed, should the numbers go smaller, to compensate ? Or keep the numbers the same ?
@GhostFox : Thank you for confirming it works. :)
@Link : You're welcome !
@TimeCreator : I'll have to check for Passionate and the like, the traits giving unity, Traditional is a vanilla trait, but maybe the others jobs can and should give unity too (in theory it would be in the spirit of Passionate, but I'm not sure it's doable anymore).
It currently use the "bureaucrat_jobs_bonus_workforce_mult" modifier, instead of bonus unity since as far as I know, bonus ressource doesn't exist .... oh, there may be a way.
I'll have a look and in any case, I have a small update to add in the coming hours (because of vanilla override, I have to add the last few hotfixes to a few vanilla traits).
@Link : I wanted to remove the link but forgot (had a few troubles to upload the mod, lost my edited description). I'm not even sure Relytor mods still exists, and with the recent changes, compatibility is doubtful. Most other mods don't change stuff which AT changes, so you should be good no matter the load order.
@Skittles : Thank you very much. <3
do i have to watch out for the load order?
To give more details about the compatibilities issues, all of the "production" bonuses got renamed, so "food bonus" becames "pop working on food bonus", and so on.
There was other things, but it is the most important one.
@Donkey : I haven't been able to reproduce your problem. Is your game language english or another language ?
Thank you for noticing it, I'm uploading the correction now.
Looking at the file, you have the base Fluffy trait multiplier set to
modifier = {
pop_job_amenities_mult = -0.10
}
Removing the - fixes the issue, so at least it's a simple fix.
For some reason the "mature_galaxy" and "advanced_galaxy" command don't work for me, which prevents me to test "amenities producing Fluffy pop from the non dominant species". They are supposed to produce +10%. If they produce +35% too, we have a problem.
Hopefully someone will be able to test it, I don't have time to sink in a new Stellaris game these days. Maybe in a month or two. :)
Have a great day everyone !
Thank you for your feedback.
In theory, Fluffy works this way :
"Amenities prod : +10% : If they are the majority species, this bonus goes to 30% : Cost : -3"
So if you found an empire of flufiness, you get +30%.
If you conquer/annex/secondary species a group of fluffy creatures, you get only +10% and making them charismatic would be an upgrade (but you need a good razor).
In practice ... I think it works but I haven't tested it in a few patches, so the modifier could break and I wouldn't notice. ^^"