[OBSOLETE] Smart Modification - Traits by Tile [2.1]

⭐ — (0 endorsements) 📥 283 downloads 📅 11/8/2017
⚪ Last updated 2018

By 76561197967091005 · Gameplay, Species

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 5/28/2018 📅 Created: 11/8/2017

🔍 Analysis

  • 🏆 #12 of 14 Gameplay, Species mods in this game by downloads

📋 About This Mod

Obsolete as of 2.2 Version 2.1.* Ever found genetic engineering to be a bit of a faff? Managing 4-5 different species working different tiles is time-consuming and awkward. Enter Smart Modification! Smart Modification This mod adds traits to genetic modification and robomodding that, once applied, are intelligently replaced by the appropriate bonus trait for whatever building the pop is working produces: Minerals: 'Industrious' or 'Power Drills' Energy: 'Thrifty' or 'Superconductive' Food: 'Agrarian' or 'Harvesters' Research: 'Intelligent' or 'Logic Engines' Unity: ‘Traditional’ or 'Propaganda Bots' If the pop isn't working a recognised building, then the trait is removed and the cost of applying it is refunded. This makes it trivial to create a range of different species and robot types to optimise production, even when modding planets full of existing pops. Smart Habitability Once you've got access to advanced traits, you can use the new Smart Habitability trait. A 0-point trait that can be applied in addition to any others, it automatically modifies any pops with basic habitabilities (e.g. not Tomb World) to have the correct habitability for their current planet, for free. Now, all you need is a single 'Smart Modification' template + advanced templates for Science/Minerals/Energy/Food with Smart Habitability. That's a huge saving over having 4 templates for each planet type! Make the pops you want, easily! FAQ: CAN THE AI USE THIS? I haven't checked but nothing's stopping them. The AI doesn't really need it as it has the patience for shuffling modified pops between planets already. DOES IT ASSIGN TRAITS FOR MODDED-IN BUILDINGS? / CAN YOU MAKE IT? Currently vanilla buildings only. Any pop working a modded-in building will just have its modding cost refunded. Expanding to support other mods is possible, but I don't want to do a lot of boring busywork. If you send me a properly formatted list of modded buildings for each resource (as below) I can add support for the

Obsolete as of 2. 2 Version 2. 1.* Ever found genetic engineering to be a bit of a faff? Managing 4-5 different species working different tiles is time-consuming and awkward. Enter Smart Modification! Smart Modification This mod adds traits to genetic modification and robomodding that, once applied, are intelligently replaced by the appropriate bonus trait for whatever building the pop is working produces: Minerals: 'Industrious' or 'Power Drills' Energy: 'Thrifty' or 'Superconductive' Food: 'Agrarian' or 'Harvesters' Research: 'Intelligent' or 'Logic Engines' Unity: ‘Traditional’ or 'Propaganda Bots' If the pop isn't working a recognised building, then the trait is removed and the cost of applying it is refunded. This makes it trivial to create a range of different species and robot types to optimise production, even when modding planets full of existing pops. Smart Habitability Once you've got access to advanced traits, you can use the new Smart Habitability trait. A 0-point trait that can be applied in addition to any others, it automatically modifies any pops with basic habitabilities (e.g. not Tomb World) to have the correct habitability for their current planet, for free. Now, all you need is a single 'Smart Modification' template + advanced templates for Science/Minerals/Energy/Food with Smart Habitability. That's a huge saving over having 4 templates for each planet type! Make the pops you want, easily! FAQ: CAN THE AI USE THIS? I haven't checked but nothing's stopping them. The AI doesn't really need it as it has the patience for shuffling modified pops between planets already. DOES IT ASSIGN TRAITS FOR MODDED-IN BUILDINGS? / CAN YOU MAKE IT? Currently vanilla buildings only. Any pop working a modded-in building will just have its modding cost refunded. Expanding to support other mods is possible, but I don't want to do a lot of boring busywork. If you send me a properly formatted list of modded buildings for each resource (as below) I can add support for the

📊 Mod Details

Game
Stellaris Mods
Author
76561197967091005
Version
N/A
Downloads
283
Endorsements
0
Category
Gameplay, Species
Created
11/8/2017
Updated
5/28/2018

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