Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I have a quick suggestion for the Eusocial trait. I don't really like the leader traits, at least from a roleplay perspective. Having built a fanatically authoritarian pseudo-hive, I thought it was weird having lowly worker caste rulers and leaders running around instead of slaving in the mines.
I would like to propose an alternative, inspired by an old mod of the Clone Soldier trait. Officials, Commanders and Scientists can each have a leader perk from the Eusocial trait. Officials (Royal Caste) can generate a small amount of additional stability and pop growth. Commanders (Warrior Caste) can generate additional soldier jobs. Scientists (Worker Caste) can increase worker and specialist pop output at the cost of increasing the political power of specialist and worker pops, making it a risk-reward calculus.
I really like your trait mods. Have a great day!
Hope you're having a good day!
Should probably say I really like these tow mods and have made extensive use of them with my custom empires.