CAFE

Stellaris

종족 특성(Racial Traits)을 수정해봅시다.

작성자패러독스.|작성시간16.05.10|조회수3,804 목록 댓글 3


 GMG 환불/구입/환불을 달리다가 딱 2시간만 하고 환불하려고 스팀에서 스텔라리스를 구입했습니다만.


망했어요. 그냥 할렵니다


 한 번 간단하게 플레이해서 감을 잡고 제일 먼저 시작한건 지구지만 특성이 마음에 안들어서 퍼즐을 맞추던 도중 도저히 트레잇 계산이 안맞아서 수정하기로 결심했습니다.


수정방법.

Stellaris\common\traits에서 00_species_traits 파일을 엽니다.



cost = 기본 2코스트 선에서 총 4개의 트레잇을 선택할 수 있습니다.(+,- 계산)

modifier = 효과입니다. 


마음껏 수정합시다. :)


--


##################

# Species Traits #

##################


trait_agrarian = {

cost = 2

modifier = {

tile_resource_food_mult = 0.15

}

}


trait_thrifty = {

cost = 2

modifier = {

tile_resource_energy_mult = 0.15

}

}


trait_industrious = {

cost = 2

modifier = {

tile_resource_minerals_mult = 0.15

}

}


trait_intelligent = {

cost = 2

modifier = {

tile_resource_engineering_research_mult = 0.1

tile_resource_physics_research_mult = 0.1

tile_resource_society_research_mult = 0.1

}

}


trait_natural_engineers = {

cost = 1

opposites = { "trait_natural_physicists" "trait_natural_sociologists" }

modifier = {

tile_resource_engineering_research_mult = 0.15

}

}


trait_natural_physicists = {

cost = 1

opposites = { "trait_natural_engineers" "trait_natural_sociologists" }

modifier = {

tile_resource_physics_research_mult = 0.15

}

}


trait_natural_sociologists = {

cost = 1

opposites = { "trait_natural_physicists" "trait_natural_engineers" }

modifier = {

tile_resource_society_research_mult = 0.15

}

}


trait_extremely_adaptive = {

cost = 5

opposites = { "trait_nonadaptive" "trait_adaptive" }

modifier = {

pop_environment_tolerance = 0.20

}

}


trait_adaptive = {

cost = 2

opposites = { "trait_nonadaptive" "trait_extremely_adaptive"}

modifier = {

pop_environment_tolerance = 0.10

}

}


trait_nonadaptive = {

cost = -1

opposites = { "trait_adaptive" "trait_extremely_adaptive"}

modifier = {

pop_environment_tolerance = -0.10

}

}



trait_rapid_breeders = {

cost = 1

opposites = { "trait_slow_breeders" }

modifier = {

pop_growth_req_mult = -0.1

}

}


trait_slow_breeders = {

cost = -1

opposites = { "trait_rapid_breeders" }

modifier = {

pop_growth_req_mult = 0.15

}

}


trait_talented = {

cost = 2

modifier = {

leader_skill_levels = 1

}

}


trait_quick_learners = {

cost = 1

opposites = { "trait_slow_learners" }

modifier = {

species_leader_exp_gain = 0.25

}

}


trait_slow_learners = {

cost = -1

opposites = { "trait_quick_learners" }

modifier = {

species_leader_exp_gain = -0.25

}

}


trait_very_strong = {

cost = 0

opposites = { "trait_weak" "trait_strong"}

modifier = {

army_damage_mult = 0.40

tile_resource_minerals_mult = 0.10

}

}


trait_strong = {

cost = 1

opposites = { "trait_weak" "trait_very_strong"}

modifier = {

army_damage_mult = 0.20

tile_resource_minerals_mult = 0.05

}

}


trait_weak = {

cost = -1

opposites = { "trait_strong" "trait_very_strong"}

modifier = {

army_damage_mult = -0.20

}

}


trait_nomadic = {

cost = 1

opposites = { "trait_sedentary" }

modifier = {

pop_migration_time = -0.5

pop_resettlement_cost_mult = -0.33

}

}


trait_sedentary = {

cost = -1

opposites = { "trait_nomadic" }

modifier = {

pop_migration_time = 0.5

pop_resettlement_cost_mult = 0.33

}

}


trait_communal = {

cost = 1

opposites = { "trait_solitary" }

modifier = {

pop_happiness = 0.05

}

}


trait_solitary = {

cost = -1

opposites = { "trait_communal" }

modifier = {

pop_happiness = -0.05

}

}


trait_charismatic = {

cost = 1

opposites = { "trait_repugnant" }

modifier = {

pop_other_species_happiness = 0.01

}

}


trait_repugnant = {

cost = -1

opposites = { "trait_charismatic" }

modifier = {

pop_other_species_happiness = -0.01

}

}


trait_uplifted = {

cost = 0

initial = no

modification = no

}


trait_conformists = {

cost = 2

modifier = { pop_ethic_shift = -0.2 }

}


trait_venerable = {

cost = 4

modifier = { leader_age = 120 }

opposites = { "trait_enduring" }

}


trait_enduring = {

cost = 1

modifier = { leader_age = 30 }

opposites = { "trait_venerable" }

}


trait_decadent = {

cost = -1

slavery_trait = yes # will not be picked unless species tolerates slavery

modifier = {

pop_eff_wo_slaves = -0.1

}

}


trait_resilient = {

cost = 1

modifier = {

garrison_health = 1.0

pop_fortification_defense = 0.5

}

}



trait_mechanical = {

cost = 0

initial = no

modification = no

modifier = {

pop_environment_tolerance = 2.0

}

}


trait_robotic_1 = {

cost = 0

initial = no

modification = no

forced_happiness = 1.0

modifier = {

tile_resource_engineering_research_mult = -0.8

tile_resource_physics_research_mult = -0.8

tile_resource_society_research_mult = -0.8

tile_resource_energy_mult = -0.4

tile_resource_minerals_mult = 0.10

}

}


trait_robotic_2 = {

cost = 0

initial = no

modification = no

forced_happiness = 1.0

modifier = {

tile_resource_engineering_research_mult = -0.4

tile_resource_physics_research_mult = -0.4

tile_resource_society_research_mult = -0.4

tile_resource_energy_mult = -0.2

tile_resource_minerals_mult = 0.15

}

}


trait_robotic_3 = {

cost = 0

initial = no

modification = no

modifier = {

tile_resource_engineering_research_mult = 0.20

tile_resource_physics_research_mult = 0.20

tile_resource_society_research_mult = 0.20

tile_resource_energy_mult = 0.20

tile_resource_minerals_mult = 0.20

}

}


###############################

# Pre-Sentient Species Traits #

###############################


trait_presentient_starborn = {

cost = 1

opposites = { "trait_presentient_earthbound" }

sentient = no

modification = no

icon = "gfx/interface/icons/traits/trait_primitive.dds"

modifier = {

pop_migration_time = -0.6

tile_resource_minerals_mult = -0.2

pop_environment_tolerance = 0.25

pop_happiness = -0.10

}

}


trait_presentient_earthbound = {

cost = 1

opposites = { "trait_presentient_starborn" }

sentient = no

modification = no

icon = "gfx/interface/icons/traits/trait_primitive.dds"

modifier = {

species_leader_exp_gain = -0.25

tile_resource_energy_mult = 0.15

army_damage_mult = 0.20

pop_other_species_happiness = -0.05

}

}


trait_presentient_natural_intellectuals = {

cost = 1

opposites = { "trait_presentient_proles" }

sentient = no

modification = no

icon = "gfx/interface/icons/traits/trait_primitive.dds"

modifier = {

tile_resource_society_research_mult = 0.2

tile_resource_energy_mult = -0.1

tile_resource_minerals_mult = -0.2

}

}


trait_presentient_proles = {

cost = 1

opposites = { "trait_presentient_natural_intellectuals" }

sentient = no

modification = no

icon = "gfx/interface/icons/traits/trait_primitive.dds"

modifier = {

tile_resource_minerals_mult = 0.3

tile_resource_physics_research_mult = -0.15

tile_resource_engineering_research_mult = -0.15

tile_resource_society_research_mult = -0.15

}

}


trait_presentient_conservative = {

cost = 1

sentient = no

modification = no

icon = "gfx/interface/icons/traits/trait_primitive.dds"

modifier = {

leader_skill_levels = 1

species_leader_exp_gain = -0.25

}

}


trait_presentient_irradiated = {

cost = 1

sentient = no

modification = no

icon = "gfx/interface/icons/traits/trait_primitive.dds"

modifier = {

pc_nuked_habitability = 1

leader_age = 30

}

}



--

다음검색
현재 게시글 추가 기능 열기

댓글

댓글 리스트
  • 작성자NGSTM | 작성시간 16.05.10 AI에게도 적용되는 특성이라.. 코스트 낮추는거 말고는 안하는게 좋지 않을까요?
  • 답댓글 작성자패러독스. 작성자 본인 여부 작성자 | 작성시간 16.05.10 AI한테도 적용될 가능성이 매우 크기 때문에 적정하게 조정하시거나
    코스트 계산만 하시는게 맞을 것 같네요(코스트도 사실 적용될지 안될지 애매합니다)
  • 작성자풍랑현사 | 작성시간 16.05.10 플레이할 커스텀 종족에게만 하시려면 내문서의 스텔라리스 폴더에서 user_empire_designs.txt 를 수정하세요.
댓글 전체보기
맨위로

카페 검색

카페 검색어 입력폼