Stellaris

Stellaris

Geneclinics Rebalanced (Healthcare++ Lite)
14 Comments
Timoruz 21 Aug, 2023 @ 10:02am 
Breaks Metallurgist and Artificer jobs.
Peter34 24 Apr, 2021 @ 8:58am 
Yeah, I'll keep using the full mod until my current game ends. Thanks for updating this one, though.
MrArcaneGates  [author] 24 Apr, 2021 @ 7:13am 
I just updated the mod, although if you have a save where you play with healthcare++ you might want to keep it that way for now - if there's an empire using any of the added civics or buildings, that reference will be missing if you "downgrade" to this mod and i doubt the game is going to like it.
Peter34 24 Apr, 2021 @ 4:05am 
That sounds good.
MrArcaneGates  [author] 24 Apr, 2021 @ 12:57am 
@Peter34 i was thinking +5% happiness on the tier 2 building and then +2,5% habitability per medical worker, so it's 5% hab tier 1 and 10 % tier 2 at full employment. How do you feel about these numbers? Or would starting at 5 % happiness, then upgrading to 10% happiness on the tier 2 building feel okay (not too strong)?

Not sure if i can apply the happiness only to bio pops, but at the very least the habitability is only relevant to them.
Peter34 24 Apr, 2021 @ 12:15am 
I've long liked the idea of Gene/Cyto Clinics giving Happiness instead of Stability (ideally only to biological POPs, including Bio-Trophies, but not to Droids/Synths), but I think you need to be consistent with the tier-1 Clinic and the tier-2 Clinic giving the same kinds of bonuses.
MrArcaneGates  [author] 23 Apr, 2021 @ 8:23am 
@Peter34 absolutely, they are not a bad amenities job, but they are not much else in 3.0 and i don't know how to change that without major reworks (and this should be a small balance change, after all). But given that you're literally 5 % of the userbase of this mod i'm going to update this mod today and if anyone wants to use it with 2.8.x i'll provide a download.

How would you feel if i turned the 10 stability at tier 2 into 10% habitability and 5% happiness? I think at flat 10 stability it's too much of a nobrainer in some situations. With this change it would be better in some situations, but worse in others.
Peter34 22 Apr, 2021 @ 4:21pm 
Your mod makes Health Workers give 40% more Amenities, 7 instead of 5, and also +5 Stablity for the tier-1 Clinic or +10 Stability for the tier-2 Clinic. That's a fairly significant buff, on top of the bonus to POP Growth speed.

Right now I'm using the bigger version of this mod with 3.0.2, but I'd honestly prefer using this "Lite" version that doesn't add all the other stuff.
MrArcaneGates  [author] 22 Apr, 2021 @ 7:31am 
@Peter34 as you have noticed, i have already updated all my other mods. I am honestly unsure about updating this one, because to me, currently, medical workers seem utterly useless in regards to growing pops in 3.0.

I don't think the relatively minor change in this mod gives them a purpose/niche, i don't want them to just be an efficient amenities job and nothing else. If you have a solution that feels good from a balance & roleplay standpoint, i'll consider it, in the meantime i'll leave this as is for the people who want to stay on 2.8
Peter34 20 Apr, 2021 @ 4:10pm 
Will you update this mod to 3.0?
Peter34 29 Dec, 2020 @ 3:50am 
The link works fine now.
MrArcaneGates  [author] 28 Dec, 2020 @ 11:47pm 
Thank you guys for mentioning that, weirdly enough for me it was working.
Nyx (She/Her) 28 Dec, 2020 @ 3:18pm 
tip to fix the url:
just space out the ()s so it's not parsed as the URL
Peter34 28 Dec, 2020 @ 2:50pm 
The link in your description doesn't work. When I click on it, Steam says the link leads to malicious content and refuses to let me through. I can get to your bigger original "more ambitious" mod via your profile.

Also, thanks for creating this "lite" fork.