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@A-Sartek Of course, should be there now
Example below:
#################
# WORTHY
#################
@has_mute_ap_active = 1
#################
# END
#################
# The last line of this file must contain this comment
Btw, while reviewing this mod in my merger mod I noticed that the Detox AP "buff" might not work as intended (or if it is intended is not impactful), this is because it is using "planet_jobs_worker_(advanced resource)_produces_mult" instead of "planet_jobs_(advanced resource)_produces_mult", 4.0 now produces more advanced resources from specialists rather than workers and the perk would barely have an effect if left as it is.
Other than that I really liked the new triggered modifiers, that was neat, it feels like an Stellaris Evolved tweak without being overly complex. (To be fair they are working on simplifying it).
Honestly, my changes are completely out of touch with game balance. But it's about making the "filler" perks more interesting, not necessarily making all perks balanced. Choosing APs shouldn't feel like "Uhhh I guess I'll just take that one" whenever all the must-haves are already picked.
Let me know what you think about these changes.
Xeno Comp has AI changes. It's turned off for AI. That's intended.
Already changed it so it will be the same as Vanilla, + the Agenda (for now):
modifier = {
country_power_projection_influence_produces_add = 2
country_commander_cap_add = 1
country_naval_cap_add = 100
command_limit_add = 50
}
But I don't have access to my Laptop rn, so can't actually upload anything.
Power projection influence produces add = 2
Commander cap add = 1
Naval cap add = 100
Command limit add = 50
Yours gives:
Diplo weight naval mult = 0.25
Naval cap add = 80
Command limit add = 20
+ Agenda, if taken gives
- Naval cap mult = 0.10
- Shipyard build speed mult = 0.05
Just curious, why this?
" in file: "common/council_agendas/00_council_agendas_worthyperks.txt" near line: 19
Error i Thought you should know about.
Everything is fine on my end, so can you please confirm the error still persists when running just this mod?
Galactic Force Projection now unlocks a new Council Agenda which permanently increases Naval Cap (%) and Fleet Command limit.
Transcendent Learning has been reverted to vanilla for the time being.
That being said, the Command Limit is definetly returning. As I said, there will be another update sometime soon(ish). I need a bit of time to get a feel for the new content and such, but as usual there will be more drastic changes coming a couple of weeks into the patch.
country_naval_cap_add = 80
country_naval_cap_mult = 0.25