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Сообщить о проблеме с переводом
Perk is good but there are something missing edits.
-Pop growth and reduced housing usage "Campaign: Empire Growth"
-Pop assembly and Mechnical Pop assembly "Campaign: Pop assembly"
-Espionage (+5 for Codebreaking and Encryption with +20% inflation speed) "Advanced intelligence agency"
- adds +50 base intel on Fallen empires
-Genius Pregnancy have "Enchanted multiple birth" There is 40% to growth a two pops instead of one and 20% to growth a three pops instead of one. Can't be turned off or vice versa in Decisions
-Robotic Assemblers have "Rapid AI Core Copy" There is 30% to assemble a two mechanical pops instead of one and 10% to assemble a three mechanical instead of one. Can be turned off or vice versa in Decisions
A question to "Genius Pregnancy", why not be able to turn off via Decision?
Well, if Growth on planet went out of control
anyway here a another suggestions.
-Turning your captial into Gaia now turns into unique Utopian Gaia world which proves 20%+ immigration pull and immigration growth and 20% pop growth +10% output from jobs and reduced 10% job Upkeep +20% housing
-Instead of creating new pops, will growth one of every species from galaxy
-[Megacorps DLC required!] turning Utopian Gaia into Ecumenopolis will be Utopian Ecumenopolis that have 40%+ immigration pull and immigration growth and 30% pop growth +15% output from jobs and reduced 15% job Upkeep +25% housing.
-Turning into Center of the Galaxy will bb unique True Utopia planet, which have doubled current empire postive effects (idk if this is possible to code)
Feature: Idealogy Ascendancy:
If your Governing Ethic attaction is 500% higher than empires that have border with your empire, pops in those empires will start follow your ethics
Robotic Assemblers I added another Decision but with flat values for performance and the result should near the same (even I added the code for it but not activated). So have fun testing the changes.
Partols should be constructed at any time, they have bonus pirate growth reduction.
Perfect Resource Replacement: if Empire or sector is running low of any strategic resources, Nano Drones will replacement (10 Nano Drones per one resource).
Can be turned off or on or create a new perk for this
Fellas, it's been a while. Lets make some changes :^
- Set limit of small SI ships to 10, but reduce needed fleet capacity from each 250 to 150;
- Remove all defence modules; ships anyway T H I C C, but add 0.5% regeneration hull, armor and shield (or not);
- Increase speed of SI-ships to flat 200, which can be boosted from ship-modules, for giga - 100;
Colony edict
- Remove % house-reducing on no-focus state, instead add flat +15;
- Reduce amenities on no-focus state from -6% to -3%;
- Reduce amenities on focus from +10 -8% to +8 -5%;
Special edict
- Reduce terraforming speed on focus from 65% to 50%, reduce cost from -10% to -5%;
- Increase upkeep for all ring-world segments to 25 energycredits. In moment when you can build them you already have a lot of credits;
Upperground District (non-gestalt, didnt test on gestalts yet):
- Reduce housing from 50 to 16;
- Replace Teacher from worker category to Specialist;
NAVY Distict:
- Reduce housing from 10 to 6;
- Reduce army (war?)-expert jobs from 2 to 1, but increase bonuses from 8% to 12% and defence armies from 2 to 3;
- Increase upkeep from to 10 food, 5 CG and 20 alloys;
- Reduce pilot-jobs from 9 to 5, but increase fleet-limit-capacity (not total fleet capacity) from +1 to +2
- Reduce total fleet capacity from 6 to 5
- Increase base upkeep to 5 food, 2 CG and 10 alloys
And nooo, im not finish massacure it yet. But need wait for it.
- Reduce bonus to science from 10% to 5%
- Reduce extra research option from 2 to 1
- Increase activation cost for relic from 18k energycredits to 30k
Get ready fo die starts playing
Lets us begin.
Relic:
- Reduce bonus to exp for ships and army from 250% to 100%
- Reduce bonus to exp for leaders from 100% to 50%
Edicts:
- Learning campaing - reduce bonus to EXP for leaders from 66% to 40%;
- Upkeep campaing - reduce edict duration from 75% to 40%;
- Upkeep campaing - reduce all numbers to 5%, edict but make it permanent;
- Building campaing - remove it;
- Preparing to war - reduce bonus to alloys from 15% to 10%, reduce other bonuses from 150% to 75%, reduce army starting exp from 300 to 150;
- Evade simulation - reduce chance for fleet escape from 50% to 15%, reduce chance to evade from +10 to +5;
- Secret routes - reduce bonuses from 30% to 15%;
- EXP sharing - reduce bonuses from 500% to 150%;
- Defence Weakness Finder - reduce shiled/armor penetration from 20% to 5%, reduce bonus damage to hull from 30% to 15%;
- improved weaponry - reduce damage from 25% to 10%, attack speed bonus from 15% to 5%;
- Extended Capabilities (?) - reduce bonus research options from 5 to 3;
- Empire Growth campaing - remove housing usage decrease;
- Reduce bonus to bio-pop assemble from building from 20% to 10%, but also add 5% to pop-growth;
- Remove housing decrease usage;
- Remove reducing spacestation upgrade cost ;
- Reduce leader pool bonus from +5 to +2;
Attack-option:
- Reduce shield/armor penetration from 20% to 5%;
- Reduce tracking bonus from 25% to 10% ;
- Reduce amount of rivals from +5 to +2;
Build-option:
- Remove starbase upkeep reduce;
- Reduce builing cost from -25% to -5%;
- Reduce max districst from +5 to +3;
- Reduce max building slots from +4 to +3;
- Increase terraform cost from -20% to -10%;
Idea for new perk:
- Increase planetary decission speed +75%
- Increase ship speed +15%
- Increase buildspeed for starbases, planetary building and distcirts +25%
- Increase automatic resettelment for 25% for all colonies
- Increase planet-type disctrom upkeep from 4 energy to 15 energy (it dont need
[non-gestalt]
Govemmental disctirct
Judjes
- Fix stability increasing to +8 (game shows +0)
- Decrease crime reduction from -80 to -45
University district
- Remove social research point production from district itself
- Remove teacher jobs (pops just ignore them even if in colony can be 100 of them)
- Instead add +1 Director job
Directors
- Decrease unity production from +10 to +5
- Decrease amenities production from +20 to +12
Planetary defence district
Militart expert
- Increase defense army morale/damage from +12% to +15%, but redice amount of jobs from 2 to 1 for ecum-type planet
Border Security guard
- Remove energy production (why he can produce it in first place?)
- Remove crime reduction (both flat and %)
- Increase trade value from +4 (flat) to +8 (flat)
- Reduce trade value from +3% to +1%
- Add system trade-protection +10
Industrial district
- Make Industrialist jobs affected by Ministry of production, alloy foundries, civilian industries
Ring-worlds
Underground districts
- Remove teacher jobs
- Reduce housing from +20 to +15
Luxury and Purification district
- increase upkeep to +10
NAVY center district
- Increase upkeep from 2 energy/food/alloys to 5
- If empire lithoid - replace food to minerals
- Reduce pilot jobs from 6 to 5
Habitats
Control district
- Fix Controller jobs stability to +5 (game shows +0)
- Add interaction with Celestial Manipulation which allows create LF world 18 size with special planet feature that grants +1 metallurgist job each 15 pops, +1 living metal extractor job each 35 pops and +1 engineer job each 50 jobs. Also add +15 habitability.
- Reduce Deep Forge district bonus from +3% to +1%
- Reduce output from +20% to +10%
- Reduce upkeep reduction from -10% to -5%
- Remove +10% starbase capacity
Instead creating new Planetary features over time, it will generate 10 random postivie Planetary features on planet
New effect:Perfect Planetary utilization
Bonus from Plantary features are improved by 30%
Or flat +1