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Released v1.3 for stellaris 3.4. Simplified weights on jobs, so it would create less load on RAM and fixed previously reported problems – jobs work fine now and buildings upgrade properly.

 

Contents:

 

Production boosting buildings - 5 levels for regular empires and 2 levels for gestalt alternative. First level available from the get go (for non-gestalts).

It is possible one such building per planet for regular empires or two for gestalt empires.

 

Production boosting building effects:

Regular empires

Level 1: +10% Jobs productivity and planetary trade value

+25% pops amenities usage

Available from the get go.

Upkeep: 3 energy.

 

Level 2: +20% Jobs productivity and planetary trade value

+50% pops amenities usage

Requires production boost tech lvl. 1

Upkeep: 6 energy.

 

Level 3: +30% Jobs productivity and planetary trade value

+75% pops amenities usage

Requires production boost tech lvl. 2

Upkeep: 6 energy and 1 of each rare resource (crystals, motes and gases)

 

Level 4: +45% Jobs productivity and planetary trade value

+125% pops amenities usage -10 stability -10% pops happiness

Requires production boost tech lvl. 3

Upkeep: 2 dark matter

 

Level 5: +60% Jobs productivity and planetary trade value

+175% pops amenities usage -25 stability -25% pops happiness

Requires production boost tech lvl. 4

Upkeep: 5 dark matter

 

Level 3 also branches in Level 3 variants they give less overall bonus, but have special uses.

 

Level 3 (energy/food/minerals/alloys/consumer goods):+30% Jobs productivity and planetary trade value +1 resource from corresponding jobs (for example +1 energy from technicians)

+100% pops amenities usage

Requires production boost tech lvl. 3

Upkeep: 12 energy and 1 of each rare resource +1 additional rare resource from focus (like energy focus adds nexus rare resource upkeep)

 

Level 4 (energy/food/minerals/alloys/consumer goods):+40% Jobs productivity and planetary trade value +2 resource from corresponding jobs

+125% pops amenities usage -10 stability -10% pops happiness

Requires production boost tech lvl. 4

Upkeep: 2 dark matter

 

Level 3 science:+30% Jobs productivity and planetary trade value +0.75 of each science type from researchers

+100% pops amenities usage

Requires production boost tech lvl. 3

Upkeep: 2 dark matter

 

Level 4 science:+40% Jobs productivity and planetary trade value +1.5 of each science type from researchers

+100% pops amenities usage -10 stability -10% pops happiness

Requires production boost tech lvl. 4

Upkeep: 4 dark matter

 

Branches does not have 5th level.

 

Gestalts

Level 1: +10% Jobs productivity and planetary trade value

+25% pops amenities usage

Requires overclocking MK. I

Upkeep: 6 energy.

 

Level 2: +25% Jobs productivity and planetary trade value

+70% pops amenities usage

Requires overclocking MK. II

Upkeep: 2 of each rare resource

 

Rare technologies

All levels can receive additional +10% boost from two rare technologies (each giving +5%). The second rare technology also gives ability to build on top of those building (+1 building slot)

Rare technologies is available to all types of empires.

 

Lust tradition

(for now just called lust, since lv hasnt added one yet, will rename if one appear)

Lust tradition effects:

Adoption bonus: +5% happiness

 

Subtradition 1: Resources production boost 3% for all jobs and 25% for sex jobs

(+22% sex +3% all stacks into 25% underscored Resources here to ensure that there wont be trade value and amenities boost)

 

Subtradition 2: Resources production boost 3% for all jobs + reduced influence cost for megastructures (-5%)

 

Subtradition 3: Resources production boost 6% and +5 stability

 

Subtradition 4: Resources production boost 3% and +25% ethics attraction

 

Subtradition 5: +5% happiness and -10% pop food/minerals upkeep

 

Finishing tradition will allow you to build 2 types lust related districts on regular planets and ecumenopolis (planetary diversity ecu types also included)

Lust districts is limited to four of each type per planet (so overall 8 lust related districts on your regular planet), they will give regular lv jobs.

Ecumenopolis lust districts are limited to 1 of each type per planet (so 2 lust related districts on your regular ecumenopolis) lust districts will provide regular lv jobs per pop.

It would also allow you to get an ascension perk...

 

Erotic ascension perk

The ascension perk gives your founder species immense buffs most notably full habitability and immortal leaders (find full effects by trying out the mod), but it will also make all regular ways of pop growth useless due to -10k% to cloning and growth rate.

To grow pops use planetary decisions for 1 or 5 pops (or also 40 since 1.1a). Using decisions will cause planet to enter cooldown state.

Decisions require lust crystals - new resource that you can get from jobs ontained after getting ascension perk

 

New jobs All of those require pops to have ascension trait

Luxuria divinity - ruler job giving 0.05 influence 0.5 lust crystals 12 amenities

1 per 40 pops without the need for any building. It is also possible to get additional one from upgraded crystal forest.

 

Lust crystal infuser - specialist job giving 1 lust crystals 0.2 rare crystals 6 amenities

Get those from crystal forests.

 

Lust crystal gatherer - worker job giving 0.5 lust crystals 2 minerals 4 amenities

You will get 2 for any colony after getting ascension perk. Naturally it is also possible to get them from crystal forests.

 

Those jobs amenities are affected by the traits/civic/origin added by the mod.

To get more lust crystal gatherers and infusers there is a new building that will add these jobs, it is also possible to have 1 upgraded variant of these building per planet

 

Other things

Origin that will let you get a concubine per 10 pops and will give you a trait - +10% production normal jobs +30% production sex jobs (affects only resources not trade value or amenities for basic lv jobs - get a patch to affect those)

 

Civic (fixed at start) gives concubine per 20 pops and a trait with exactly 1/2 the effects of origin trait.

 

Some traits I made to try modding out - find out the effects by trying out this small mod

 

Two flag emblems (one could be seen in the title)

 

 

Things to mind:

Contains english localisation files only, so duplicate and rename to others if you want too see english text on non-english game (do the files like lv localisation files)

If you want to keep track of lust crystals you should add them to list of universal resource patch

  1. Locate the universal resource patch (mod id:1595876588)
  2. I got it from steam so the files to modify located here: Steam\steamapps\workshop\content\281990\1595876588\interface\resource_groups
  3. In all three files there add lvad_lust_crystals to the bottom of resources = {...} like this

resources = {

things

...

other_things

lvad_lust_crystals

}

 

(v1.2 for stellaris 3.1 and earlier) To get trait bonuses working in other mods jobs (LV and its other addons) you may find a patch here (if it is updated to current version of LV and other addons):

*It seems that this is unnecessary in current (v3.4) stellaris version since jobs now calculate their output differently*

 

 

Why LVAD in the emblem? - at the start I planned to name it simply LV addon, but in the end changed my mind and we have this relic of the past.

Edited by Ascens
v1.3


What's New in Version 1.3

Released

Updated to work with current stellaris version


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