Stellaris

Stellaris

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2019 年 1 月 1 日 下午 5:45
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描述
Currently, Gene Clinics and Cryo-Revitalisation Centres aren't really worth building on planets. They tie up valuable pops that could be producing resources with a job that produces a small amount of amenities and provides a small bonus to pop growth. Because of how pop growth bonuses are calculated and the lack of overflow after growing a new pop, these benefits take a very long time to make an impact - roughly 100 years, give or take. Until that break point, you're lagging behind anyone who didn't bother investing into the tech, upkeep, and pops required.[imgur.com]

This mod attempts to tackle this issue by increasing the Pop Growth bonus provided by Healthcare Workers from 5% to 10%. This change might be imbalanced, but since I'm no mathematician, the only way to find out is by testing it. If I get complaints, I'll dial it back to a more modest (but still significantly more potent) 7.5% Pop Growth per Healthcare Worker. Let me know what you think in the comments below.

This mod overwrites the pop_jobs/02_specialist_jobs file. It will conflict with any other mod that modifies this file. There is nothing I can do about this.

This mod was tested for version 2.2.3, the current test branch. It should work just fine with 2.2.2 however.
13 条留言
Fayt 2021 年 9 月 2 日 上午 1:29 
This mod also remove the bureaucrat jobs from the administrative offices
Peter34 2020 年 3 月 16 日 上午 7:35 
Bump.

Please either delete this mod from the Workshop, or else update it. it interferes with vanilla data files, harming the Warriror Culture Civic.
Peter34 2019 年 11 月 25 日 上午 1:43 
I've found a different mod, that gives a different but much smaller buff to Medical Workers, so I've switched to using that.
Col. Hathi 2019 年 11 月 24 日 下午 10:54 
I noticed the bug that Peter34 described too, and after comparing the mod file with the unmodded file, it looks like this mod is in serious need of an update.

I really wouldn't sub until it's been updated.
Sulafet 2019 年 11 月 24 日 下午 6:21 
This isn't imbalanced at all given how much more powerful the robot assembly building is. If anything, it makes it more balanced with that building and makes it more competitive, which is what it needed.
Peter34 2019 年 10 月 15 日 上午 6:20 
This mod causes a bug with the Warrior Culture Civic, so that the Holo-Theatre Building doesn't create any Jobs. It's supposed to create +2 Duelist Jobs with WC, instead of 2 Entertainer Jobs, but it doesn't. When I disable this mod, the Building works as intended.

Please fix!

(It's possible that the bug is due to uncertainty about how to spell the word. Duelist or Duellist with two L's...)
Peter34 2019 年 3 月 23 日 上午 6:59 
Bump.
Peter34 2019 年 3 月 12 日 上午 10:56 
Having played a bunch more, Ithink the Gene Clinic/Cyto Clinic is actually a bit too powerful. Not much, but a bit. In terms of “choice balance” it’s extremely attractive to get the Tech for it and then build it.

However, while one possible fix is to reduce the Growth bonus from +10% per Job to +7.5%, I actually think it’d be better to keep the Growth as it is, and instead reduce Amenites per Job from +5 to +3. The reason for this is that I keep finding that I rely much on the Jobs from this Building to help keep my Amenities total in the positive.
Peter34 2019 年 1 月 24 日 上午 10:42 
Because that's not useful to all playstyles.
moonglum5 2019 年 1 月 24 日 上午 10:34 
Why not just add Society research to medical jobs?