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Drachasor

First Lieutenant
34 Badges
Nov 19, 2020
207
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Fluffiness is a trait that appears in some mammals, yet where is it as a phenotype trait? Humans obviously fail at this (and many other things), but plenty of mammals are fluffy, like my son, Samwise. It carries obvious diplomatic and happiness benefits for others, yet it's easier to represent his education with a civic (he's unemployed at the moment) than his fluffiness.

How am I supposed to represent him as a species in Stellaris without this? Why does this oversight exist?

And I grant that some avians could have this too.
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I really like this as an idea. Maybe combine bonus to happiness and malus to amenities - both scaling from the amount of fluffy pops per planet, and both affecting all pops on the planet, not just fluffy ones.
Something like: if you have 5000 fluffy pops (the bonus caps at 5000) and 10000 non-fluffy pops, then all 15k pops get +20% happiness and +20% to amenities required by the pop.
 
Trait name: FUR FETISH FUEL

+Happiness for all pops on colony with FUR FETISH trait.

+% pop growth when using the YIFF! planetary decision, which will not be described in detail.
 
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Trait name: FUR FETISH FUEL

+Happiness for all pops on colony with FUR FETISH trait.

+% pop growth when using the YIFF! planetary decision, which will not be described in detail.

Excuse me sir/ma'am, my son is reading this thread! I think you let your imagination get away with you and tell us something questionable about yourself.

He is a good boy.
 
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Anyhow, maybe I'll make a mod for Fluffy and SO. FLUFFY.

Fluffy:
+10% habitability on cold worlds
-10% habitability on wet or hot worlds
+10% amenities usage
+20% entertainer job efficiency
-20% army damage taken (enemies don't want to shoot them)

Hmm, feels like it needs something else though. Not sure how easily I could put in the happiness idea and amenities would do something similar.
 
Anyhow, maybe I'll make a mod for Fluffy and SO. FLUFFY.

Fluffy:
+10% habitability on cold worlds
-10% habitability on wet or hot worlds
+10% amenities usage
+20% entertainer job efficiency
-20% army damage taken (enemies don't want to shoot them)

Hmm, feels like it needs something else though. Not sure how easily I could put in the happiness idea and amenities would do something similar.
Aka, Aquatic, but for other world types.

Then Fluffy for mammalians (basically the same, except for cold worlds). Gives bureaucrat and entertainer efficiency on those worlds (more unity and amenities, because cuter).
And Cold Blooded for reptilians (basically the same, except for hot worlds). Gives industrial job efficiency on those worlds (not as bothered by heat).
 
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Aka, Aquatic, but for other world types.

Then Fluffy for mammalians (basically the same, except for cold worlds). Gives bureaucrat and entertainer efficiency on those worlds (more unity and amenities, because cuter).
And Cold Blooded for reptilians (basically the same, except for hot worlds). Gives industrial job efficiency on those worlds (not as bothered by heat).
Yes! Yes! Terraform planets into Floof Worlds! You can increase their size with Floofmass which pops slowly generate -- unless one adds in Flooferoids, I suppose
 
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disagree with hot. all cats come from Egypt, where they domesticated us. unlike dogs, who we met in the wild wherever we moved, and domesticated there, so they come from all over.
And there are plenty of Arctic fish/seals/penguins to, yet Aquatic still reduces habitability on those worlds.

It doesn't have to be absolutely universally correct, it just has to fit the vibes.

Besides, even among fluffy animals, it's easy to see that the fluffiest are definitely those from where it's colder (Arctic foxes, chinchillas, Siberian tiger) rather than where it's hotter (kit fox, hopping mouse, lion).

And even the fluffy things from hot places tend to be nocturnal or crepuscular (like cats), to beat the heat, so their fluff is for dealing with the cold at night.
 
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