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报告翻译问题
So I'll be trying to do bulk uploads of updates for as many of mods as possible. I will have a mini-vacation at the end of the month though and I expect to get it done then.
Giving it back the Amenities use reduction would be silly as of 3.14-4.1 because Amenities are too easy to come by, especially after the mid game where Grand Archive Specimens make Amenities a joke of a non-issue.
But OV needs something.
How about giving One Vision a similar effect?
Alternatively, have One Vision add 0.5 Unity output to each Ruler Job? Or add 1 empire Unity production per level per Councillor? Probably based on actual level and not effective level.
It's about that little thing that makes One Vision worth taking, because right now it's not competitive with other Perks.
Another option, a permanent +20% or 30% bonus to Statecraft Research Speed.
An extra minor buff might be -5 crime everywhere, +1 encryption, or +25% army morale.
So I'm not sure what it needs, only that it needs something.
I'll leave it in for now because I do agree it's a good edict to run if you're not running anything else early on. But in the next update I will either get rid of it or have Executive Vigor enable several edicts that fit the general flavor of the perk.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/changelog/2050517143
Ideally, though, it'd scale, so that it's +100 Edict Fund, -10% Upkeep, and then the +25% Agenda Speed, but then once the Mid Game Year hits it changes to give +100 more Edict Fund, and then another +200 Edict Fund after the Late/End Game Year hits. That migh be hard to program, though.
And anyway, I look forward to seeing a 4.0 version of this mod soon. 4.0 is fun, but the Perks aren't quite right, and the intended
Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.
You can also set "supported_version=v3.*" to avoid updating it for every minor version.
I've also reported this as a bug but so far no fix.
Yes, I added Mega-Engineering as a requirement. It's also one of the few advanced perks, requiring 4 other perks to be selected first (1 more than unmodded).
@Peter34
I suppose I can always buff it, if it's too low.
Asking because I saw some people talking about Unity-rushing Cosmogenesis and avoiding doing research until they built a Lathe.
This would make it a good companion perk for psionic ascension too and I like synergies between perks.
That's kinda something I think Subterfuge ought to do, but I don't use any mods that re-balances or fixes Traditions (I've looked at a few, but they're... extreme), and it makes some sense if Enigmatic Engineering gave -25% Espionage Operation Influence cost.
vanilla:
+2 Cloaking Strength
+2 Encryption
No Debris, can't have Technology Stolen
This mod makes one change:
Gives the Basic Cloaking Fields Tech as a research option if the player doesbn't already have it.
I think it'd "sweeten the deal" if it also added +1 Scientist Capacity, or +1 extra Cloaking only to Science Ships, or if it reduced the speed penalty on Cloaked ships, or only on Cloaked Science Ships.
Alternatively if it could somehow increase the draw weight of higher-tier Cloaking Techs, or if it could increase the Research Speed drastically (like +50%) when researching only Cloaking Techs (I think the game has 5 or something).
As it is, in SP, the only worthwhile effect is the Cloaking Strength bonus, and it feels like a very heavy price to pay Perk slot for that.
- Incorporated new bonus to specimen output from Grand Archive DLC into Archaeo-Engineers.
- Incorporated new bonus to damage vs Voidworms from Grand Archive DLC into Defender of the Galaxy.
- Consecrated Worlds now gives Holographic Rituals instead of Terrestrial Sculpting as a permanent research option. Players can use the agenda of the Adaptability tradition to gain early access to terraforming.
Anyway, I too am interested in hearing if this works with 3.14
It also gives you a headstart in specializing your planets even before you are able to turn them into hive/machine worlds and in a snowballing game speed has a quality of its own.
A minor thing: Mastery of Nature got a buff in vanilla a few updates ago, so that it increases the maximum number of Resource Districts by 50%, i.e. you can make more Mining/Farm/Generator Districts. This is based on Planet Feature Districts only, not ones from Planet Modifiers.
The minor problem is that the Hive World and Machine World Perks uncap these Districts entirely, and so makes it somewhat less attractive to take Mastery of Nature if you are playing as a Hive Mind, or as a non-Rogue Servitor Machine Empire (I think RS will probably prefer World-Shaper over the Machine World Perk. so not really a problem for them).
Would a slight buff to the Mastery of Nature Planet Modifier be in order? Currently it's +2 Max Districts and +50% Max Resource Districts. My proposal, although some might be able to think of otherss, is one of two:
1. The simplest.:If Machine Empire or Hive Mind, change to +3 Max Districts.
2. More complex: If you also have the Machine World or Hive World Perk, change the effect of the MoN PM to give +3 Max Districts.
Or are Nihilistic Rogue Servitors not a thing? I thought it was...
1) Updated mod for the 3.13 patch.
2) Detox effect is now incorporated into World Shapers, Hive World and Machine Worlds.
3) Various Cosmogenesis tweaks.
4) Various changes to Nihilistic Acquisition, Shared Destiny, Technological Ascendancy and Transcendent Learning.
- Implemented Cosmogenesis as an advanced ascension perk. It requires 4 other perks to be selected first, compared to 3 in the unmodded game.
- Updated Defender of the Galaxy, Galactic Nemesis and Hydrocentric ascension perks to function properly with the 3.12 Andromeda patch.