![]() Suggest balance based on your experiences please. Updated to 1.4 - added 2 traits for Biotechīalance on the biotech traits is a rough guess, as i haven't had much experience with biotech yet, unlike royalty and ideology. Industrious +35% Global Work Speed -> +43.75% Global Work Speedįor stats that increase with skill level (think mining speed or plant work speed) these traits are more effective at higher levels and less effective at lower levels unlike regular traits that have the same effectiveness across all skill levelsĪs for balance, these traits are a bit rarer than 'tortured artist' or 'ascetic' dont expect to see any specific trait often, but expect about 1/10 pawns to have a synergistic traitįoraged Nutrition per Day (caravan): x150% Wake-up +50% Global Work Speed -> +62.5% Global Work Speed Not only is the pawns default Global Work Speed 125% but also any other Global Work Speed increasing items are 25% more effective. This is different from industrious which adds a flat increase of +35%. The trait 'Fast Hands' multiplies Global Work Speed by 125%. So stats are multiplied rather than flat increases. They 'synergize' more than other traits by making use of Stat Factors rather than Stat Offsets. The first comment will explain everything. ![]() All 3 colonies are on the same world and are running at the same time. This mod adds 17 (vanilla), 2 (royalty), 2 (ideology), and 2 (biotech) traits that add synergy with stat improving drugs/traits/clothes/etc. These are my 3 colonies, with a combined number of 260ish colonists so far, but when finished they will hold 2500ish. **updated for biotech with 2 traits, currently working on more ideology traits and biotech traits **
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