Stellaris

Stellaris

[OBSOLETE] Optimal Genomes - Better Genetic Ascension
17 kommentarer
Toaster  [ophavsmand] 14. juni 2024 kl. 15:43 
Well yeah there's no point to it now, it's in vanilla. I need to tag it as deprecated.
Kali 8. juni 2024 kl. 8:27 
Breaks genetic tradition tree currently
Robert 4. apr. 2024 kl. 13:42 
Looks like the Optimized Genome trait is coming to vanilla, in a way.
Dr. Democracy 2. apr. 2024 kl. 20:36 
Does this mod with current release?
KaneDraco 2. sep. 2023 kl. 14:26 
Is there anyway you would consider adding similar traits for machines?
Toaster  [ophavsmand] 4. aug. 2023 kl. 6:20 
Argh, yeah, I'm not sure why I thought you couldn't apply a universal habitability modifier to a habitability. My brain is *clearly* not functioning at the moment.
TheFirstPaige 4. aug. 2023 kl. 2:20 
IIRC, specific debuffs to planet specific habitability would apply on top of it if you use a regular habitability modifier but not if you used the mininum habitability one
Toaster  [ophavsmand] 4. aug. 2023 kl. 2:00 
Ah you're right, I forgot about the new minimum habitability modifier! It wouldn't work with e.g. planet-specific debuffs like calamitous birth craters, but I think that's a reasonable change.

I'm also going to add Optimal Overtuning for Overtuned empires, combining the 1-point +Research, +Amenities, +Mining, +Unity, +Food and +Energy traits.
TheFirstPaige 3. aug. 2023 kl. 2:07 
I think you misunderstood the last comment, because I was about to suggest the same; you could change the individual +80% habitabilities on the optimisied hab trait to simply be a universal +80% habitatility modifier (like the one adaptive has) for the same effect that also effects mod added planet classes (and also tomb worlds, admittedly, if this is an unattractive situation you could put a tomb world malus of the same size along with it)

I did something similar once for a mod that took a hammer to habitability stats because I was sick of seeing every single planet class listed by name.
Toaster  [ophavsmand] 16. juli 2023 kl. 15:05 
Good thought, though I think I'll stick with the current version - I don't use Planetary Diversity and for me, one of the main features of the mod is it reducing the number of species you have to manage. Without folding everyone into the single habitability, you'd still get the problem of species engineered in other empires immigrating in multiple different flavours for each planet type.
democracy's little pogchamp 16. juli 2023 kl. 14:14 
Oop, totally missed this question. But yeah, it's an Ethics & Civics thing apparently - seems like a hard issue to work out with some of the hive mind ethos effects Bug Branch adds.

Also, a thought - if you could stomach the Tomb World habitability being added, changing the Optimized Habitability trait to something like "minimum habitability 80%" would allow it to perform its function for planet type increasing mods like Planetary Diversity without the need to go in and find each one individually.
Toaster  [ophavsmand] 21. juni 2023 kl. 16:34 
Hm, is this happening even with the Policy option set to 'Manual only'? None of my scripts will be running if so. Might this just be a Ethics & Civics thing? It sounds like they're being set to the wrong citizenship type, and I don't touch citizenship types in this mod.
democracy's little pogchamp 21. juni 2023 kl. 12:48 
Does this have any negative interactions with hivemind pops, that you've heard of or seen? Running this with Ethics & Civics Bug Branch (among some other mods, but only these two really touch hiveminds much) and I'm getting an issue where as soon as I get the tradition node that allows for assimilation of xeno pops into the Hive Mind, native species' altered templates are getting counted as xeno pops and are forced into the Assimilation citizen right.
Marcus Aurelius 22. maj 2023 kl. 16:25 
Thank you for this lovely mod. It's ideal in that it reduces the micromanagement in a way that doesn't increase late game lag. In fact, it reduces it, and that's glorious.
Metal Face Commander 14. maj 2023 kl. 6:48 
My favorite genetic mod! Hope it gets updated.
Toaster  [ophavsmand] 25. mar. 2023 kl. 9:56 
Nope, the habitability icon is the same yellow as the other 'non-climate' ones like Habitat, Ringworld etc.
Metal Face Commander 24. mar. 2023 kl. 21:34 
Looks amazing - does it require the Toxoids DLC? I ask because the icon is yellow.