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Rapporter et oversættelsesproblem
The Living Ships trait heals ships hulls (but no armor) as if they were in a shipyard, permanently (doesn't seem to apply in battle but unclear, someone showed me a DEFINE and it seems all healing outside of combat is 5* healing in combat. Still, 1250 days to heal a ship, in a battle, doesn't seem that big).
Except Living Ships is at 0.5%, so even better than shipyards. Only 200 days to heal the ship.
After these tests and considering the speed of healing, I AM SLIGHTLY NERFING THE TRAIT, from 0.5 to 0.4, which is still pretty good for a cost 1 trait.
Go visit shipyards to heal your armor and double your hull healing, or just use shields and no armor.
Thank you Redbeard for sending me on this goose chase. :)
I would think it's just a misnommer, but ingame it shows as +90% daily hull regen, while basic ships have +40% daily armor regen (and hull regen).
I'll ask to other people, I'm a bit confused and unsure if it's normal or if it changed.
On a code perspective, there is no special tag to block traits away from being applied by Evolutionary Predators. Eat all you want. :)
I think it is fine, but it's a recent trait, compared to many others, so all I can really say about balance is that nobody complained yet. ^^"
In my experience, the unity traits were rather strong, compared to traits like Rooted/Pionners which are fun but don't have much impact over a game. But not as impactful as pop growth bonus/malus, for sure.
Anyway, I'm far from playing meta, so I am probably missing massive things. Like the robotic Swarm trait,
And part of me want to put the "unity to all jobs" even on the vanilla traits. But some bureaucrats jobs provide more bonus than plan unity, and for those non-unity ressources, the vanilla traits will boost the production.
I guess it will need for the player to consider more carefully which trait to take.