Stellaris

Stellaris

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[4.0.*] Restore Telepaths
   
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6.870 KB
1 Jun @ 2:14am
1 Jun @ 10:35am
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[4.0.*] Restore Telepaths

Description
Restore telepath behavior to pre-4.0.14 "bugfix", by implementing a much better fix so they scale off job efficiency other than their own while also not being absolutely screwed over by automation.

--verbose
Early implementations of 4.0 telepath job efficiency bonus had this funny thing where the job itself provided job efficiency, which boosted itself in a feedback loop. 4.0.14 "fixed" this by transferring the +10% job efficiency bonus to the Psi Corp buildings and have them scale by seeing how many POPS are working as telepaths.

This, on the surface, looks like a clean fix, but what Paradox did not consider is the fact that not only did they just render telepaths the ONLY ascension job to not benefit from stacking job efficiency, but also that automation building FORCIBLY REDUCES the efficiency modifier from them. This is not an issue on ecumenopolis where you always have an urban specialization district to cram in buildings or orbital rings, but any non-basic resource habitats will force you to choose between giving up 10% job efficiency or doubling your pops on the planet.

This mod gives the telepaths back the job output of efficiency modifier, but also gives the same amount of reduced telepath efficiency so they don't go boosting themselves. This also allows you to benefit from any mod-added telepath jobs without actually having psi corp building for whatever reason.

overrides
psionic_workforce_from_telepaths script value common/inline_scripts/jobs/job_telepath_additional_modifiers.txt
If there's a mod that adds an upgrade stage to Psi Corps building that still uses psionic_workforce_from_telepaths, it will be compatible without patches.

permissions
take and modify as you see fit
13 Comments
Fenrisúlfr 17 Aug @ 3:08pm 
sorry for wasting your time
Fenrisúlfr 17 Aug @ 3:06pm 
ok now I'm just thinking it is a population error as it seems to be fine now
Fenrisúlfr 17 Aug @ 2:58pm 
need to do more testing to be sure
Fenrisúlfr 17 Aug @ 2:39pm 
and when i have both jobs telepaths sometimes go into negatives which crashes my economy
Fenrisúlfr 17 Aug @ 2:39pm 
not entirely sure, but i know they are going back and forth
nobody  [author] 17 Aug @ 2:36pm 
@Fenrisúlfr so does gigas do that on its own or are telepaths and the modded job giving efficiency bonus back and forth?
Fenrisúlfr 17 Aug @ 2:25pm 
ok found a mod causing issues, it is gigas, the shroud conduit building adds jobs that do what the telepaths do without the negative to their own output
Fenrisúlfr 17 Aug @ 11:49am 
ok upon further testing it might be a pop group bug
Fenrisúlfr 17 Aug @ 9:45am 
could be but when i edited the file to reduce telepath workforce by the same amount the issue stopped
nobody  [author] 17 Aug @ 9:44am 
@Fenrisúlfr that mod uses a flat +25% workforce modifier, which isn't affected by telepaths, so the two mods work fine together. It might be a different mod causing the issue