Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(there are some balance issues with some of the breakthroughs just not being worth the reduced chance of getting the best ones....although your recent re balancing definitely helped!
In vanilla stellaris integrating a subject does nothing for tech sadly
-Research Policies speed boosts reduced from 20% to 10%
-Synthetic Fertility empires have a minor bonus to the chance to get the Deus Ex Machina Breakthrough (psionic robots)
-Psionic robots cannot be built, they must be assembled as a normal robot and have a yearly chance to gain psionic if you have the breakthrough. Rate at which robots that gain the psionic trait reduced. 'can_species_be_assembled' gamerule overwritten to do this
Also fixed the description link to the Chinese translation
中文翻译MOD的链接丢失了
Thanks for your time developing this mod :)
Alternatively, if you just want a list of the current chance you have for each breakthrough, TechAcendant.3 adds a debug version of the chances to the situation log (it doesnt have factors, just the raw % chance you have of getting it each time you finish a tech)
I have researched the breakthrough: Living starships and you get those new ship designs.
From what i can tell is the only difference that thet cost food instead and less alloys is that the only benefit? or did i miss something?