Materialists can get psionic technology if they have a scientist with the psionics trait (you can get the trait through exploration).
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Materialists can get psionic technology if they have a scientist with the psionics trait (you can get the trait through exploration).
Thats exactly why i said i dont like the idea of having only a slim chance to trigger the only event chain that can make it possible. Other than that random level ups wont ever give the trait as it is locked to already having the psi tech OR the event chain. If they havent changed the game files since last i checked.^This. Although it's pretty rare and can still appear with skill levelup when they're just assisting research. Also, you can reverse engineer psi jumpdrive and the precognitive computer from debris, not sure about getting the psionic army from debris though.
Thats exactly why i said i dont like the idea of having only a slim chance to trigger the only event chain that can make it possible. Other than that random level ups wont ever give the trait as it is locked to already having the psi tech OR the event chain. If they havent changed the game files since last i checked.
So... this may have been mentioned (but not in the first six pages), but you state that there are three paths, biological, spiritual, and synthetic. But then when describing the basics of the three paths, you switch "spiritual" to "psionic". So which one is it?
Psionics are a spiritualist discipline- you can unlock them without being a Spiritualist empire, but they are inherently "mystical" and operate in ways counterintuitive to Materialist ways of thinking.So... this may have been mentioned (but not in the first six pages), but you state that there are three paths, biological, spiritual, and synthetic. But then when describing the basics of the three paths, you switch "spiritual" to "psionic". So which one is it?
even though it's likely that the spirit choose psi and material choose nth but everyone else could go any and except that counter intuitive it's still possiblePsionics are a spiritualist discipline- you can unlock them without being a Spiritualist empire, but they are inherently "mystical" and operate in ways counterintuitive to Materialist ways of thinking.
what about making work projects more real?
for an example a building requires 600 minerals and 1 year to build with simple rate of cost (50 per month) you have 400 minerals and +25 per month
following a classic Stellaris mechanic it needs 8 months waiting for resource and 1 year building
following a usual build we use in real world we build that immediately and 8 months later we have 200 more minerals to finish a job
or maybe if Stellaris is a game where all cost need to be paid first for all buildings then trash this idea
another thing is that please make genetic modifying a specific colony ship possible and changing planet preference possible without trait point because technically it costs zero but can't be done without at least 1 trait point
speaking of gene-modding pops. thats a subject ive never been 100% clear on. It would seem that you dont modify your race a as a whole, but you modify existing pops.. which means newly created pops are born with old traits..and.. yeah...
can someone clarify? Thanks