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[mod] Lustful Void additonal things


Ascens

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Posted

Lustful Void additonal things


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

}

 

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):

 

 

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.


  • Submitter
  • Submitted
    11/02/2021
  • Category
  • Requires
    Lustful Void, optionally LV Patches (found in LV Extras)

 

Posted
4 hours ago, Modalsauce said:

good start rather severely over powered though the combined all jobs production really high

There is a lot of % based job bonuses, I agree. I like the idea of the building, but amenities are so easy to come by with LV that it feels like a fake cost when compared to the base 40% job bonus. More % increases are sprinkled in with the tradition tree and traits and it gets out of hand. I would not be opposed to a balance pass reducing numbers across the board while keeping the core mechanics.

Posted
2 hours ago, StinkyBinky said:

^could there be a crash when you choose sexual megastructure perk? The game always crashes then.

There's a missing bracket on line 46 of the ascension perk file. This might be causing a crash.

 

There's another one in lvad_event_picks.gfx

Posted

Alright I just got to check what is actually happening here... sorry heh.

Anyway I'll update the mod soon and will make changes considering the feedback from here.

The mod will no longer overwrite lv basic files, instead traits and etc. effects will go in a different direction.

Posted

At the moment of creation of that origin and civic I thought that harmony and warmonger nation ethics does not blend well. I dont really want to remove that requirement fully, but probably would be reasonable to limit only fanatic militarists.

Leave your thoughts on that matter here, if some ppl would want to get harmonious fanatic militarists, then alright. But imo militarists should get some other kind of origin more on the offensive side instead of inner developement (which is basically what pacifist faction in the game want)

Posted

I quite like it but want to mention the AI are gimping themselves by upgrading the buildings when they totally do not have the amenities to support doing so.

Posted

Neat mod, but man does it make even mid game planets a pain to populate, given the best you can do is spam 5 pops on every planet you own every 90 days, which is a lot of clicking.

  • 1 month later...
Posted (edited)

There's a couple of missing triggers that's disabling the crystal gather worker and specialist jobs. Need to add the following to common\scripted_triggers\lvad_scripted_triggers_jobs.txt

 

Spoiler

lv_specialist_job_check_trigger = {
    custom_tooltip = SPECIALIST_JOB_TRIGGER
    hidden_trigger = {
        exists = owner
        is_being_purged = no
        is_being_assimilated = no
        is_enslaved = no
        has_trait = trait_lvad_sexual_demon
        NOT = { has_trait = trait_syncretic_proles }
        NOT = { has_trait = trait_nerve_stapled }
        NOT = { has_trait = trait_mechanical }
    }
}

lv_worker_job_check_trigger = {
    custom_tooltip = WORKER_JOB_TRIGGER
    hidden_trigger = {
        exists = owner
        is_being_purged = no
        is_being_assimilated = no
        is_enslaved = no
        has_trait = trait_lvad_sexual_demon
        NOT = { has_trait = trait_syncretic_proles }
        NOT = { has_trait = trait_nerve_stapled }
        NOT = { has_trait = trait_mechanical }
    }
}

 

Yellow I'm not sure if it's spelled correctly. Did not test that job yet.

Edited by RenFL2
  • 2 weeks later...
Posted

Love this mod a lot, having a lust tradition/ascension is super important. 

 

A few notes for game balance:

 

Gathers should consume amenities, like a lot of them. They basically "use" this as a representation of the "lust" on a planet and therefore we could think of them using this as their fuel, having just one lust forest should put pressure on amenities and force the player to commit to fueling them by working more lust based jobs. Instead of prioritizing other buildings the goal should be to focus more on sex jobs. 

 

Secondly I'm not sure breeding should be obsolete, while this does put a stop to breeding as a whole and makes many other mods and features useless I think the rarity of the species is a good concept. When playing with fewer worlds this hampers growth harshly, which is a good challenge! But, if you happen to have several worlds or just a ton of habitats, rolling 40 pops on each one is very overpowered. The concept is great and I love the idea and the challenge this brings when playing a one planet or one planet core challenge, but I feel something is missing for balance and I'm not sure what, maybe reducing birthrate down about 500-800% would be an idea? Allowing some minor growth with enough punch threw and then tripling the cost of the pop growth threw the crystals? Just an idea. 

 

Overall a must have mod, but it still feels like cheating at times with the right situation. The productivity buildings are really well balanced and the reduced habituality also fits better then the auto 100%, I'd even suggest bringing it down and then having it boosted through a second tier of ascension? 

 

Just my 2 cents and thinking out loud, not a criticism.

 

Have a great new year!

 

 

 

 

Posted
20 hours ago, Sybian said:

Love this mod a lot, having a lust tradition/ascension is super important. 

 

A few notes for game balance:

 

Gathers should consume amenities, like a lot of them. They basically "use" this as a representation of the "lust" on a planet and therefore we could think of them using this as their fuel, having just one lust forest should put pressure on amenities and force the player to commit to fueling them by working more lust based jobs. Instead of prioritizing other buildings the goal should be to focus more on sex jobs. 

 

Secondly I'm not sure breeding should be obsolete, while this does put a stop to breeding as a whole and makes many other mods and features useless I think the rarity of the species is a good concept. When playing with fewer worlds this hampers growth harshly, which is a good challenge! But, if you happen to have several worlds or just a ton of habitats, rolling 40 pops on each one is very overpowered. The concept is great and I love the idea and the challenge this brings when playing a one planet or one planet core challenge, but I feel something is missing for balance and I'm not sure what, maybe reducing birthrate down about 500-800% would be an idea? Allowing some minor growth with enough punch threw and then tripling the cost of the pop growth threw the crystals? Just an idea. 

 

Overall a must have mod, but it still feels like cheating at times with the right situation. The productivity buildings are really well balanced and the reduced habituality also fits better then the auto 100%, I'd even suggest bringing it down and then having it boosted through a second tier of ascension? 

 

Just my 2 cents and thinking out loud, not a criticism.

 

Have a great new year!

 

 

 

 

This all surely have some point and I pondered on these things already... For the lust gatherers the idea was to transfer some concepts from soulgem oven mod from skyrim with some additional twist, the job itself does not really take all that much lust energy from our space succubi/incubi. Btw if you have tier 5 boost with latest amenities plunge pretty badly (i usually play not with a corporation, but some regular empires, so you have to do some megas to fix planetary amenities). All of the current jobs are sort of magical, so they might feel like cheating, but consider that you dont have to even put in anyone for pop growth for normal species.

There will be amenities and lust crystals consuming jobs later - first will be armies related (since there is genemodded armies and similar for other ascensions). In far future maybe some terraforming and megas. For lust crystal worlds I have to learn how to draw atleast on the level of planetary diversity planet views though xD. If that happens that will fix the OP side of lust crystal growth decisions, because they will move to those planets only + acean crystal world from planetary diversity (since it coincidentally have similar effects on population oO). There will be a problem of moving pops between worlds though, but i think it is fair enough.

 

The OP side of crystal growth is actually bothers me too and i wanted to make the crystal cost or delays a function from empire overall pop count, but i dont know how to implement that as of now, if someone knows I'll get to work.

Maybe -500% is reasonable but due to 1 breeder giving around 80% boost... eh tentacle planets will kind of ruin the unique side of main species.

 

My plan were to just start off with immortal leaders + event chain related to unlocking next levels of the perk (up to what is in current version) so the ascension won't pay off instantly. It takes long time to write a long event chain though.

Posted
10 hours ago, Ascens said:

This all surely have some point and I pondered on these things already... For the lust gatherers the idea was to transfer some concepts from soulgem oven mod from skyrim with some additional twist, the job itself does not really take all that much lust energy from our space succubi/incubi. Btw if you have tier 5 boost with latest amenities plunge pretty badly (i usually play not with a corporation, but some regular empires, so you have to do some megas to fix planetary amenities). All of the current jobs are sort of magical, so they might feel like cheating, but consider that you dont have to even put in anyone for pop growth for normal species.

There will be amenities and lust crystals consuming jobs later - first will be armies related (since there is genemodded armies and similar for other ascensions). In far future maybe some terraforming and megas. For lust crystal worlds I have to learn how to draw atleast on the level of planetary diversity planet views though xD. If that happens that will fix the OP side of lust crystal growth decisions, because they will move to those planets only + acean crystal world from planetary diversity (since it coincidentally have similar effects on population oO). There will be a problem of moving pops between worlds though, but i think it is fair enough.

 

The OP side of crystal growth is actually bothers me too and i wanted to make the crystal cost or delays a function from empire overall pop count, but i dont know how to implement that as of now, if someone knows I'll get to work.

Maybe -500% is reasonable but due to 1 breeder giving around 80% boost... eh tentacle planets will kind of ruin the unique side of main species.

 

My plan were to just start off with immortal leaders + event chain related to unlocking next levels of the perk (up to what is in current version) so the ascension won't pay off instantly. It takes long time to write a long event chain though.

 

I can help with writing the story side of an event chain if you'd like! I can write pretty good fiction and I'd love to help. 

 

As far as the mod goes it's really great, but the best thing about these mods for skyrim etc, is how much room they have to continue growing! It's so cool! So yeah I love your core concepts and would be willing to help with any story concept, I had only guessed that this was referencing the soulgem oven but now that I know that for sure I'd love to work on it even more. Tying in that concept here would be easy, specially combining it with the void and more psychic stuff. 

 

Also yes, I agree, with the become the crisis system anything that can give that style of slow growth from an ascension pick would be so cool. :)

Posted

What about a path for the production building for sexologists and gem incubators? Or instead of adding a flat value to the output add a percentage boosts instead. This helps a lot with compatibility for all modded jobs. 

  • 2 weeks later...
Posted
On 1/9/2022 at 11:02 AM, SohCahToa said:

What about a path for the production building for sexologists and gem incubators? Or instead of adding a flat value to the output add a percentage boosts instead. This helps a lot with compatibility for all modded jobs. 

I thought about that when while doing the buildings, but since these jobs might get strong buffs just from the traits alone I ultimately decided to leave those for the basic booster. Gem incubators might still get their own booster, but in my playthroughs they did fairly good job without me modifying anything

Posted

Are the random Chinese characters supposed to be on the end of the filename?  It looks suspicious as hell when the file name suddenly changes in a manner inconsistent with the previous naming convention.  I would recommend removing it, and just adding some Chinese commentary in the mod description.

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