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Ilmoita käännösongelmasta
I'm also probably going to produce grumblings and kinda hate saying it myself, but pointing to a molten world and making it immediately inhabitable as a legendary foundry is kinda weird and breaks immersion a bit. Maybe make it a terraforming option?
- Add to Breeding Facility +0.2 Bio-pop asseble (lithoid should work fine too)
- Remove +4 food upkeep (Lithoids dont wanna produce any food)
Raw recources
- Increase bonus on focus state from +10% to +14%
Strategic resources
- Increase bonus on focus state from +6% to +9%
Colony
- Decrease bonuses on no-focus state from +15 house to +10
- Increase housing on focus from +5+5% to 8+5%
Fix in Special category text for Trade edict (option is empty)
- Remove Consturctor job from engineer-research facility variation
Fix text in Control District for habitat, Luxury/Administrative disctict on ring-worlds for both - gestalt and non - empires (there "#" in name and discription).
Correct text for Smuggler job on ring-worlds - they never produced any unity (game says they do).
By changes Smugglers got removed from gestalt empires. Im pretty sure its not intented. So:
- Add Gestalt-Smuggler for Gestalts with same advanced production (1 moles/gas/crystal) and base upkeep for 15 minerals and 5 energy (for bio/lithoid-hives and machines).
- Gestalt-Smuggler should be in Menial drone category
- Gestalt-Smuggler should increase deviancy by 6 per job
And return them into:
- Smuggler districts on habitats - 3 per district
- Underground district on ring-worlds - 8 per district
NAVY district (non-gestalt empire)
- Remove food/mineral upkeep for district
- Increase energy/alloy upkeep from 4 to 6 instead for district
- Replace base upkeep for Navy Pilot from Food to Mineral
Navy Center District (hive-empire)
- Remove food/mineral upkeep for district
- Increase energy/alloy upkeep from 4 to 6 instead for district
Navy Center District (machine-empire)
Remove food/mineral upkeep for district
- Increase energy/alloy upkeep from 4 to 6 instead for district
- Replace base upkeep for Navy Pilot from Food to Mineral
Purification district (machine empire)
- Remove Recycler job
Administrative district (machine-empire)
- Rename Stabilizer job what increase output, give amenities and reduce spicies special project cost to Efficacious-drones
Luxury/Administrative disctict (hive and machine empires)
- Increase edict fund capacity for Stabilizer job from +5 to +20 and increase Recource storage capacity from +1000 to +7500 (job are useless anyway)
- Replace Stabilizer from Complex to Menial drone category
Districts on hive-worlds
- Rework upkeep from PS from any food to energy
- Fix text on Enterpeneur district - Stabilizer job dont provide housing
Districts on machine-worlds
- Disable Recyscling Districts until rework. It's illogical to have in first place.
- Rename Stabilizer job to Efficacious-drones
Security districts
- Add +2 Protector jobs
- Add to Protector jobs -5% deviancy (similar to hive-controller)
- Increase deviancy reduction from Protector jobs from -15 to -30
- Remove -5 deviancy from district itself
- From 160 to 335, regeneration from 0.2-hull / 0.4-armor to 1 hull / 2 armor for S
- From 400 to 865, regeneration from 0.5-hull / 0.8-armor to 3 hull / 5 armor for M
- From 950 to 2000, regeneration from 1-hull / 1.6-armor to 7 hull / 10 armor for L (also increase cost for this size from 5 living metal to 8)
- Add +15% bonus to research for Archaeostudies
- Add description to Perfect planet category - "Successful created body always 21 size"
- Add description to Habitat category - "Habitats have special feature to be more effective than regular one".
Also 3.8 and Paragon Galactic DLC will rework how leaders works so perk doesn't make any sense anyone
Now needs one of Ascension paths to be unlocked with Selected Lineages tech
Once picked, project will start.
When project is finishers, leader gain special "Unlocked Awareness" Trait which gains a powerful effects based on type of leader with bonus.
Leader minimum level will be 3 and start with 2 traits, also leaders have 35% chance per year to remove negative trait.
Ruler:
Pop Happens: +10%
Editcs funds: +100
Leader experience gain: +25%
Leader Year: +50
Governor:
Pop Upkeep Reduction: 20%
Pop Housing Needs: 10%
Bulding Speed: 30%
Bulding Upkeep: 25%
Building Cost Reduction: 30%
Leader Year: +50
Scientist:
Research speed: +10%
Archaeology skill: +3
Archaeology Excavation Speed: +50%
Survey Speed: +20%
Anomaly Detection Chance: +30%
Anomaly Research Speed: +50%
Leader Year: +50
Admiral:
Fire rate +25%
Weapons Range: +30%
Armor penetration: +20%
Shield Penetration: +20%
Disengagement opportunity: +5
Evasion: +10%
Sublight Speed: +30%
Sensor Range: +3
Daily Hull Regeneration: +1%
Daily Armor Regeneration: +1%
Leader Year: +50
General:
Army damage: +20%
Army Morale: +10%
Army Morale Damage: +10%
Army disengagement chance: +30%
It took, at least, 2-3 weeks.
https://www.youtube.com/watch?v=0MbqlTzArX8
I already have ideas for reworks, but need play with tho myself.
Gestalt-Smuggler: was more or less intended, for my understanding smuggler have no entitlement for Gestalt!?
Thank you very much for the analysis.
I agree to you with @GlitchFling108
On 4-5 lvl it is. Gonna confirm later - UI OD is dead after paradox update.
UPD: UI is alive.
Researcher Robot:
Pops comes with Logic Engines trait
Trader Robot:
Pops comes with Trading Algorithms trait
Also shouldn't Genocidal empires (Fanatic Purifiers, Devouring Swarm/Terravore, Determined Exterminator) can't use Private Galactic Market since they already can't use Galactic Market
Reduce research speed bonus to 25% due to balance hell