Stellaris

Stellaris

Overpowered Civics 3.3*
Deagroth 6 Dec, 2018 @ 2:31pm
Modifiers missing in the civics selection screen as of 2.2 Le Guin
Legendary Fleet: leader_admiral_cost

Godheart: Country_resource_food_add
country_resource_food_mult
country_core_sector_system_cap
pop_consumer_goods_mult
planet_building_upkeep_mult

Godmachine: leader_cost
ship_upkeep_mult
ship_shield_mult
country_resource_minerals_mult
country_resource_energy_mult
country_resource_influence_add

Galactic Conglomerate: country_resource_minerals_mult
country_resource_energy_mult
max_energy
max_minerals
country_core_sector_system_cap

Perfect Unison: country_resource_unity_mult
edict_cost
planet_unrest_mult
country_piracy_risk_mult

Cosmic Forge: country_resource_minerals_mult
max_minerals
mod_megastructure_build_cost_mult

Stellar Aegis: country_starbase_upkeep_mult

Eternity Cell: country_resource_energy_add
country_resource_energy_mult
max_energy
ship_upkeep_mult

Knowledge Keepers: leader_scientist_cost

Biomatter Mastery: country_resource_food_add
country_resource_food_mult
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Showing 1-6 of 6 comments
Edcrab  [developer] 6 Dec, 2018 @ 3:22pm 
Thanks, it was safe to assume virtually everything would be broken by 2.2 but this really helps narrow it down! I haven't had a chance to look into things yet but what I might do is just try to edit two or three OP civics at a time and gradually update the mod
Deagroth 6 Dec, 2018 @ 3:26pm 
You're very welcome, I've been on the species creation page and comparing the traits and civics there to their respective files to see what the new codes are too.

What I've found as some replacements are:

planet_jobs_produces_mult
planet_jobs_food_produces_mult
planet_jobs_energy_produces_mult
planet_jobs_minerals_produces_mult
planet_miners_minerals_produces_add
country_unity_produces_mult

planet_stability_add
planet_pops_consumer_goods_upkeep_mult
pop_amenities_usage_mult
pop_housing_usage_mult

planet_structures_cost_mult
planet_structures_upkeep_mult

leaders_upkeep_mult
edicts_cost_mult

pop_assembly_speed (machine race build speed)
planet_pop_assemblers_upkeep_mult (machine race assembly/build cost)
planet_pops_robotics_upkeep_mult (robot upkeep cost)
Deagroth 6 Dec, 2018 @ 3:28pm 
Another few:

planet_jobs_unity_produces_mult
planet_jobs_worker_produces_mult (which i'm assuming is just the worker class or something)

A couple of them have just been given custom tooltips and don't have the actual modifiers listed, such as the amenities and trade value from jobs traits.

"counry_admin_cap_add" Is most likely the one that starts causing penalties as you get bigger and go over your current cap, replacing the old core planet and sector stuff I think.
Last edited by Deagroth; 6 Dec, 2018 @ 3:33pm
Edcrab  [developer] 9 Dec, 2018 @ 2:35pm 
Also for future reference (for myself as much as other modders!) country_base_influence_produces_add and country_base_influence_produces_mult are the new influence modifiers: country_influence_produces_add and country_influence_produces_mult will show modifiers but don't behave as you'd expect them to

And I'm now curious about the possibility of a job class that produces (very small) amounts of Influence...
Deagroth 9 Dec, 2018 @ 5:25pm 
If you add the line "influence = X" into this

resources = {
category = planet_jobs
produces = {
influence = x
}
}

For which ever job you wanted (probably of the ruler jobs to limit how many there are) it will work. I just tested this out with the Synapse Drones for Gestalt Hive Mind (effectively their ruler class).

Personally, I'd go with the various ruler jobs (in of course the 01_ruler_jobs file), the coordinator and synapse drones (in the 04_gestalt_jobs file) all found within "common\pop_jobs". Those are all limted by capital, government and some unity buildings (mainly gestalt it looked like) and make the most sense.
Edcrab  [developer] 19 Dec, 2018 @ 5:48pm 
Yeah, it has no flavour text or custom icons but I've managed to create a "Troubleshooter" job that's created by a Corporate Superscraper building (planet unique): the job produces +0.2 Empire Influence and adds 3 Trade Value to a planet.

I think it'd be incredibly cool if I could convert a few OP civics to use the new job system instead of just granting the bonuses upfront (e.g., if Galactic Conglomerate's Influence bonus was only available through Troubleshooter jobs) but then the problem there is that everything scales: you'd be a lot worse early game, and then absolutely ridiculous late game. It'd be very complicated to balance, but hey, these are OP civics after all
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