Stellaris
Fantastical Magiks (2.3 Compatible!)
Trait Balance
Looking over all the traits for this mod, I have some suggestions about balance, I will list all the traits here and whether I think they are balanced or not, and why
Draconic Nobility: for 3pts, this is about right
Draconic Pride: This is closer to -1pt than -2pt, -5% all science is -1pt (half of the inverse of intelligent, the unity penalty is worth -0.5pts (half the inverse of traditional), +15 lifespan is almost 1pt on its own
Demon Dealers: without the lifespan penalty is worth 2pts, -10yrs lifespan is worth -1pts, so lower the cost to 1pt, but make sure this trait is incompatible with Serviles and infused souls (otherwise its too easy to dump it onto a secondary species which will never be leaders)
Abyss Gazers: Without the science bonuses this is worth 1pt, with them its more like 2.5pts, you could lower the science bonus to 5% OR lower the mineral/energy to 5% and make it 2pts
Natural Fire Magi: Its mostly fine, compared to Ingenious it has 5% less Energy, but 20% more army damage, perhaps lower it to 15% army damage, or lower the energy bonus to +7.5%
Natural Water Magi: Also mostly fine, though to be more in line with other traits (Agrarian/Ingenious), it should be +7.5% to each, rather than 10%
Natural Life Magi: Same as Natural Water Magi, unless there are other effects, it should either have a different affect, or be removed
Natural Air Magi: This is in a good place, no complaints
Natural Earth Magi: like Water/life, should be +7.5% to each
Naturally Balanced Magi: Increase the gov. ethics attraction penalty to -20%, lower the cost to 3, 4 is slightly too expensive for what it does right now, but 3 would be too cheap
Sorcery: This trait is way too cheap for its power level, its only 2pts, and has the effect of 3x 2pt traits and an additional +15% happiness for only -5% xp gain, which is basically nothing, I would remove the +happiness, increase the xp gain penalty to -25% and add a -1 leader level cap penalty, increase the cost to 4pts (15% food/energy/minerals is 3x2=6pts, -1 for the xp penalty, -1 for the level cap) or rethink the trait entirely
Wizardry: Half the effect of sorcery for the same price (but an extra +10% xp gain, which is basically nothing), still a powerful trait for 2pts, you could increase the bonuses to food/energy/minerals to 10%, remove the happiness bonus and the xp bonus, and its now worth 4pts
Alchemy: After removing the happiness bonus, its worth about 3pts
Enchanting Musicians: +10% happiness is a lot, you could remove the unity bonus and this would be worth 2pts, or you lower the happiness to +5% and increase the unity to +10%, and its worth 2pts
Persuading Song: either +5% happiness for 1pt, or +2.5% happiness and +5% unity, same as above
Exothermic Enchanters: This seems about right
Endothermic Enchanters: Seems about right too
Animalic Polymorphism: This trait is also about right, up the penalty to -10% gov ethics
Plantaeic Polymorphism: Seeing as +10% habitability on its own costs 2pts, this is too strong for 1pt, I think +5% hab and then -10% energy, +10% food is better for 1pt
Specialised Polymorphism: same as above, this is too strong for 1pt, also, if you want all outputs up by +2.5% just use the Resource output from all jobs modifier, its much cleaner, all jobs output +2.5% is worth about 1.5pts, 10% hab is worth 2pts, -5% happiness is -1pt, -5% gov ethics is like -0.25pts, so increase gov ethics penalty to -10%, and either lower the hab bonus to 5% or increase the cost to 2pts
Infernal Origin: This is pretty ok for 1pt
Dragon Blooded: This trait is actually a little weak for 2pts, either increase the army health to +20%, or increase the +physics to +15%
Multidimensional Migrants: This one is a bit strong, mainly because the +hab is worth 1pt on its own, you could remove it and the trait would be worth 2pts, or keep it and its worth 3pts
Voidsweepers: Happiness is worth 2pts on its own, lower it to +5%, and increase the +physics to 15%
Demonic Defaulters: Should be at least -15% energy credits to be worth -2pts
Mulcubi: Use -5% all jobs resource output, its cleaner, without the happiness, this is worth 3pts because pop growth is so strong, with it, its worth 6pts, I would lower the happiness to 10% and lower the growth to 20%, and its worth 3pts
Racial Minority: Happiness penalty should be 5%, or points worth is -2
Infused Souls: Strictly better than Adaptive (+10% hab for 2pts), but iirc its civic locked, so it should be ok
Determined Souls: same deal as infused
Undead Majority: This trait is awful, -25% science output is worth -5pts, and -20% housing usage is worth 2pts, -15% consumer goods reduction is worth about 1.5pts, for a civic locked trait, costing 1pt is crazy, I think State Necromancy should work like Syncretic Evolution, with an undead secondary species and a living primary species, the Secondary species is organic, but with a set of unique undead trait options for different kinds of undead, these wouldnt grow normally, but be 'built' (raised) at Graveyards (like robot factories), I will make a separate post all about what I think about this

Phew, that was a lot to go over, my first post will be discussing my overall thoughts, with some suggestions on how to handle the Sorcery/Wizardry traits

Dernière modification de Phoenixblood; 15 mai 2019 à 3h00
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So, overall thoughts: Happiness is used way too often, none of the vanilla traits use it anymore, it should be reserved for stuff like the Musicians and whatnot, none of the new traits utilise Consumer goods consumption, Housing usage or amenities, which might allow for more diversity in traits

On Sorcery vs Wizardry, I think these traits should have more to do with leaders and less to do with raw outputs
Sorcery is about quick and easy access to power, Wizardry is about a long time taken to master something
I think both these should be 1 or 2pt traits
Sorcerers should have -1 leader level, but +50% xp gain for 1pt, or -2 leader level but +100% xp gain for 2pts, this means sorcerers very quickly become quite powerful (lvl 3-4 by default) but its hard to push them to their limits (max lvl 3 before techs/traits/traditions)
Wizards should have +2 leader level, but -25% xp gain for 1pt, or just +2 leader lvl for 2pts, this means wizards take a long time, but can become very powerful leaders
This could be expanded upon further by having these 2 species traits granting a leader trait that powers up with level (the trait would do the same thing for both) this 'Magician' trait, would give different bonuses
On rulers it could be -2% edict cost and +2% edict duration per level
On governors it could be +2% job outputs per level
On Scientists it could be +1% research speed +1% anomaly discovery chance and +2% survey speed per level
On admirals +1% fire rate and +2% shield strength per level
On generals it could be +1% army damage and +2% army disengage per level
This should increase the cost of the trait by 1pt
Dernière modification de Phoenixblood; 15 mai 2019 à 2h53
Undead Majority should be a 0pt trait with no effects, apart from adding a bunch of unique trait options to the species, this would allow for all sorts of custom undeads, combined with a syncretic approach (two species), you could have living overlords with undead minions (for Necromancers), Undead overlords with living minions (like vampires with their human servants) and Undead overlords with undead minions (like a Liche with his skeletal servants),
Phoenixblood a écrit :
Undead Majority should be a 0pt trait with no effects, apart from adding a bunch of unique trait options to the species, this would allow for all sorts of custom undeads, combined with a syncretic approach (two species), you could have living overlords with undead minions (for Necromancers), Undead overlords with living minions (like vampires with their human servants) and Undead overlords with undead minions (like a Liche with his skeletal servants),
Is there actually a way to have traits incompatible with not having a trait, though?
I wish I knew, but the post I put on the modding discussion attracted no answer at all. It was merely a suggestion, and there are probably ways of working around it using either separate civics or even a gamestart tech that gives access to genemodding and the undead traits, and a start of game buff for 1 year that gives you -100% species modify cost, so you just can give the species the desired undead traits at the start
Phoenixblood a écrit :
I wish I knew, but the post I put on the modding discussion attracted no answer at all. It was merely a suggestion, and there are probably ways of working around it using either separate civics or even a gamestart tech that gives access to genemodding and the undead traits, and a start of game buff for 1 year that gives you -100% species modify cost, so you just can give the species the desired undead traits at the start
There's probably some Weird ♥♥♥♥ you could do if all else fails, yeah.
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