安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I want to play for a long time.
Macro
Cost: 2
Minerals from Miners: +2
Food from Farmers: +2
Army Damage: +50%
Army Health: +100%
Army Collateral Damage: +100%
Pop Housing Usage: +30%
Pop Food Upkeep +30%
Incompatible with: Bigger, Smol, Micro, Weak
Bigger
Cost: 1
Minerals from Miners: +1
Food from Farmers: +1
Army Damage: +25%
Army Health: +50%
Pop Housing Usage: +15%
Pop Food Upkeep +15%
Incompatible with: Macro, Smol, Weak
Smol
Cost: 1
Army Damage: -25%
Army Health: -25%
Worker Pop Resource Output: -5%
Pop Housing Usage: -15%
Pop Food Upkeep: -15%
Incompatible with: Macro, Bigger, Micro, Very Strong
Micro
Cost: 2
Army Damage: -50%
Army Health: -50%
Food from Livestock: +1
Worker Pop Resource Output: -10%
Pop Housing Usage: -30%
Pop Food Upkeep: -30%
Incompatible with: Macro, Bigger, Smol, Very Strong, Strong
AI Empires can still use and start with the new traits. There just used to be an issue where the trait being costless meant the AI would make four templates with each trait before gene modding their species to use all four sporadically. This issue is currently being prevented with a script, but gene modding might be disabled altogether since making it a starting trait prevents the issue altogether.
Does this mean the AI empires (the ones the game decides to make) cannot use these traits?
As Sir Cain of Tate said, snacks. If you look into Macrophilia, or Microphilia, Vore is a very common part of it.
I assume that's the reasoning. c:
We might just keep things simple as is, new features may or may not be added over time. Trait values will likely be tweaked for balance reasons with new game versions in the meantime.
Cost: 2
Minerals from Miners: +2
Food from Farmers: +2
Army Damage: +50%
Army Health: +100%
Army Collateral Damage: +100%
Pop Housing Usage: +30%
Pop Food Upkeep +30%
Incompatible with: Bigger, Smol, Micro, Weak
Bigger
Cost: 1
Minerals from Miners: +1
Food from Farmers: +1
Army Damage: +25%
Army Health: +50%
Pop Housing Usage: +15%
Pop Food Upkeep +15%
Incompatible with: Macro, Smol, Weak
Smol
Cost: 1
Army Damage: -25%
Army Health: -25%
Worker Pop Resource Output: -5%
Pop Housing Usage: -15%
Pop Food Upkeep: -15%
Incompatible with: Macro, Bigger, Micro, Very Strong
Micro
Cost: 2
Army Damage: -50%
Army Health: -50%
Food from Livestock: +1
Worker Pop Resource Output: -10%
Pop Housing Usage: -30%
Pop Food Upkeep: -30%
Incompatible with: Macro, Bigger, Smol, Very Strong, Strong
Speaking of balance, the 0 cost is a bit of an issue, not just because the AI will spam the traits when it gets access to gene modding, but because there's no reason as a player not to have them. Taking the smallest trait would just always be the optimal decision from a min-max perspective. I would recommend making each of them cost 1 or 2 depending on how extreme it is, and be balanced to be worth about that much. The specialist output would probably have to be removed entirely to make it balanced. Here, let me write up some suggestion stats.
Pop housing is also kind of a big deal in the recent patch, as it directly translates into population growth. That alone makes the larger species a heavy handicap, and probably needs something a much more significant bonus to make up for it.
Welcome to the world of Stellaris modding.