Stellaris
5,244 értékelés
Mass Effect Civilizations - Asari
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1.577 GB
2016. okt. 31., 8:44
máj. 28., 10:14
91 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Mass Effect Civilizations - Asari

1 Princess Stabbity készítette gyűjteményben
Team Nessassity - Stellaris
20 elem
Leírás
UNDER (RE)CONSTRUCTION!

The mod page is currently being overhauled (one of those centuries...), but you can refer to the Change Notes tab to see what's new!


Version 10.0.0 is available right now!

Major Changes & New Features:
  • Eternity Traditions: An exclusive Tradition Tree that expands on the mechanics of core Asari Civics
  • Cycle of Eternity: Amaranthine species go through three life stages, leaders gaining new benefits as they age
  • Asari Republics:
    > Ecclesia Trends serve as mini-factions that can spawn on planets
    > Eternity unlocks additional functionality and interactions
    > Pops and leaders both thrive in an ethically diverse empire
  • Asari Corporate Interests (Megacorp DLC):
    > Gains additional benefits from recieving (or extorting) Favors
    > Favors leave a Lingering Impression on its business partners
    > With Eternity, Favors and Lingering Impression unlock even more benefits
    > Infinite Growth just like the Investors ordered... if you can afford the price
  • Asari Ascendancy:
    > Gain Influence from researching new Technologies
    > Adopt Eternity to gain access to Destiny Edicts, offering permanent, stacking diplomatic bonuses
    > Dominate the galaxy through either subjugation or cooperation... under your direction, of course
  • ...and more!

TODO:

> More Details Placeholder

> Discord and Patreon Stuff Goes Here

> Patreon Wall of Fame

> Credits
Népszerű témák Összes megnézése (3)
36
2024. ápr. 19., 3:22
Orphaned NSC compatibility patch looking for a new home
Princess Stabbity
2
2021. máj. 8., 20:39
relevant DLC?
Zoob Mer
0
2016. nov. 5., 13:29
Media - Playthroughs, videos, etc.
Princess Stabbity
3 243 megjegyzés
Princess Stabbity  [készítő] 2 órája 
@Dat Fishe: I've been wondering about that myself, but tbh, I have no idea how the new migration mechanics work. With the old Push and Pull modifiers gone, and no information in the UI, right now, no one knows how pops migrate, why or where, and what effect migration buffs have, numerically.

I did want to fine-tune migration for Thessia as part of the update (or at least give them something similar to Illium's favours-bring-pops perk), but currently that mechanic is so obtuse that... I'm choosing to err on the side of caution until either the devs make it more clear how migration works or I get enough playtime to get the feel for it.
I love the new pop and growth system, but the lack of documentation on it annoys me to no end >.<
Dat Fishe 9 órája 
@Princess Stabbity That makes sense. My only real concern is that - if I'm not mistaken at least, I'm less familiar with this aspect of the code, but it fits my personal observations - not having Full Citizenship severely limits the willingness of Xeno pops to migrate to Asari planets, which would nerf their population growth, since it heavily relies on the presence of Xenos pops. If this still isn't the kind of thing you want to write a script for, it might at least be a good idea to try to offset this with an AI modifier to add migration attraction or something, if you haven't already.
Princess Stabbity  [készítő] 16 órája 
@lemurs2: *sta-* oh- well, since you asked nicely... *throws stabby thing away*

And I'm happy to hear that, actually n_n

Sophisticated Needs is a 3-cost trait for a reason. We balanced it with the intent of being very noticeable and impactful, especially early game and on developing colonies. There is a similar vanilla Lithoid trait (Brittle?) which has +0.5 amenities upkeep and also gives 3 trait points, so that was our measuring stick.
The two Origins should have enough amenities at the start (if they don't, that may be a mod conflict?) but if you are not using them, I imagine the upkeep would hit you a little sooner than intended, but with the counterplay of luxury residences being available right from the start, the level of pain per trait value should be acceptable.
lemurs2 18 órája 
Okay, not telling you how to make your mod, just giving feedback. Please don't stab me this time.
Started as Asari. The needs for amenities is a bit high. With every race I have played since 4.0 came out I can live with 1 luxury house.
I started Asari and immediately needed two luxury houses and one holo entertainer building.
Princess Stabbity  [készítő] 23 órája 
@Dat Fishe: Oh, we used to do that years ago, when there were no systemic provisions for all the things we wanted to do with leaders. But I don't know if I want to go back to that, especially considering how minor this is...

Please, don't take it the wrong way. I appreciate that you're not just requesting things, but actually trying to find ways to facilitate your requests. I love that! <3

But here's where my thought process is in regards to this matter:

Implementing a bunch of monitoring and maintenance scripts would be massively overkill just to reinvent the wheel in regards to the player-facing flavour of a single AI empire. Since it's not something that has tangible bearing on player experience (who can set species rights to whatever they like), we don't see a compelling reason to exchange an implementation that currently works for one that comes with caveats and requires extra work to get working.
Dat Fishe 23 órája 
@Princess Stabbity That's fair tbh, they can really pile up lol. Have you tried a script which changes leaders after they've already been spawned? It seems like it might work, the Gendered Leaders Paragon Edition mod (linked below) does something similar. If not, thanks for hearing me out anyway lol.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2973736404
Princess Stabbity  [készítő] máj. 28., 12:03 
@Dat Fishe:
Oh, I see...
Sadly, there's no way for us to use it without overriding the vanilla trigger. And we do not override vanilla scripts. It would be a compatibility nightmare that I don't have the energy to deal with. Anything that increases the mod's maintenance cost is categorically off the table, sorry >.<

Preventing full citizenship rights is the only feasible way of triggering that trigger that's available to us.
Dat Fishe máj. 28., 11:59 
@Princess Stabbity It's in the 00_scripted_triggers file of vanilla, the Necrophage trait effect is managed under the can_be_leader script, but you might also be able to do something similar with the allows_alien_leaders script (in the same file)
Princess Stabbity  [készítő] máj. 28., 11:55 
@Dat Fishe: We'd love that, but I don't see anything in the Necrophage scripting that could we could use to replicate that behaviour on the mod's end. What specific trigger are you referring toy?
Dat Fishe máj. 28., 11:00 
@Princess Stabbity The Necrophage origin uses a scripted trigger to prevent non-Necrophage pops from becoming leaders/rulers, have you considered doing something similar, potentially using the Amaranthine trait? Given the unique mechanics for Asari leaders, I also think it would be nice as the player to be able to have all-Asari leaders without the negative penalties that come from denying a species full citizenship - particularly in regards to immigration.