Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
So 1 it is.
1.5 is competing with other modules and job bonuses are usually better, making planets more desireable for "main" production of stuff.
Of course, I use NSC so my star bases are chunky things with a ton of free slots to make use of so that might be skewing my perception.
Method 2 sounds ideal, but it also sounds like a compatibility nightmare, and one of the things I like about ESC is how well it plays with most other mods without needing to muck around with compatibility patches for the most part.
Expanded Stellaris Traditions has many tradition picks who do this already. +minerals form farmers or +energy credits from bureucrats etc.
(modifier = { planet_bureaucrats_energy_produces_add = 2 }
Doesnt overwrite the vanilla bureaucats, is its own file.