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My suggestion is: make this mod compatible with Expanded Stellaris Ascension Perks, because it modify both of these perks: Executive Vigor & Transcendent Learning
Basicly what you can do is change this:
custom_tooltip = {
fail_text = "requires_ap_executive_vigor"
has_ascension_perk = ap_executive_vigor
}
To this:
custom_tooltip = {
fail_text = "requires_ap_executive_vigor"
OR = {
has_ascension_perk = ap_executive_vigor
has_ascension_perk = ap_esap_gov_1
has_ascension_perk = ap_esap_gov_GC_1
}
}
And this:
custom_tooltip = {
fail_text = "requires_ap_transcendent_learning"
has_ascension_perk = ap_transcendent_learning
}
To this:
custom_tooltip = {
fail_text = "requires_ap_executive_vigor"
OR = {
has_ascension_perk = ap_transcendent_learning
has_ascension_perk = ap_esap_gov_2
has_ascension_perk = ap_esap_gov_GC_2
}
}
Hope does it helps.
the synth one would easily be the same but with robots but the psi one can't be (it's not focused on that) maybe better shroud odds or better psionic leaders?
As for psi it becomes a bit trickier because better leader traits or shroud odds would overwrite vanilla files and cause compatibility issues, so anything short of just an empire boost of stats would be lame. Perhaps I'll look into adding a perk that unlocks a planetary decision to increase stability significantly (maybe 20?) and maybe does some other stuff. I'll have to think about it.
Cheers for this, wasn't aware that extended changed up names of perks.
Glad to help.
i have no idea how mods work btw so my apologies if this can't be done.
for reworks i would suggest :
Focused Placation
change happiness bonus to an output bonus (2.5-5% i would suggest) and have instead of 2 entertainers, 2 maintenance drones.
Job Creation
combine consumer goods and alloys into 1 fabricator/foundry drone per 10/15 pops
medical worker may be replacable with spawning drone/replicator per 40/30 pops?
the rest of the jobs have obvious parallels with gestalt jobs (clerk with maintenence drone,culture worker with coordinator/synapse drone, researcher with calculator/brain drone, etc)
that's what i could think of.
if you have different ideas that's ok, it's your mod.
With 3.4, it is now possible to add trait picks via modifiers. My suggestion would be to give an extra trait pick for Engineered Excellency
Ooo thank you for that, I've been wanting to add that but didn't want to hardcode trait values for compatibility reasons.
Perhaps something like +3 points and +2 picks would be appropriate? Picks seem to be more valuable than points in vanilla, since there is no other way to get more aside from Xeno-Compat
"Escort Supremacy": Would increase Destroyer and Corvette Build Speed, Reduce their cost, and increase their stats by a certain amount (such as increasing speed, evasion, rate of fire, hull, etc.), and providing the opposite penalties to Battleships and Cruisers.
"Capital Supremacy": Same as above, but giving bonuses to Battleships and Cruisers, and penalties to Destroyers and Corvettes.
While not exactly optimal, could be a fun or neat addition to really hone in a specific doctrine for an empire.