Модификация добавляет Masters of Nature в игру Stellaris.
Оригинальное описание
Sky Islands and Subterranean CitiesTired of mastering nature and thinking, all I got was two lousy districts? Well now you don’t have to stop at flattening mountains and filling in the sea, you can create underground cities or even build islands in the sky. These new decisions are more expensive, but they will give you far more than just a district or two, they come with unique jobs, event chains, and planet modifiers. The goal is to flush out one of the best perks in the game with more choices, trade offs, and depth.
Planet DecisionsBuilding a subterranean or floating city takes time. Starting a project takes upfront influence and energy, but mineral and alloy costs will be spread over the 5 years it takes to complete. Once you decree that a project will begin, an event screen allows you to choose what kind of sky island or subterranean city you have in mind. Each one offers both powerful bonuses and balancing maluses that will appear as a new planet modifier once construction is complete.
Mastery of NatureIf you have the ascension perk, Sky Islands and Subterranean cities grant an extra district each. The perk also lets you repeated the decisions for additional jobs and districts (up to 9), for higher costs and diminishing returns. You only get the first Subterranean and Sky modifiers per planet however. The vanilla Mastery of Nature decision now grants +10% habitability instead of districts, since you can get plenty from the mod.
Subterranean cities grant 1-3 districts based on larger planet sizes, with breakpoints at size 16, 20, and 24.They are slightly cheaper, but provide less jobs/pop. It is unlocked either by the ascension perk, or Mineral Isolation (Mining tech 3.) Sky Islands grant 1-3 districts based on smaller planet sizes with breakpoints at size 20, 16, and 12. (In lore this is due to lower gravity on smaller planets, but it is also a game balance mechanic) Sky Islands are unlocked by Anti-Gravity Engineering (Housing Tech 2) or the Mastery of Nature ascension perk.
Each decision has its own background and lore, and can trigger follow up event chains that may add additional bonuses or risks. The Subterranean Foundry event chain is the most extensive, with several possible outcomes. It is essentially a backend nerf to the over powered alloys modifier, so don’t worry if that seems too good to be true. It is. This is Fine.
Subterranean Jobs and Modifiers:Subterranean Fortress: -20% Orbital Damage, +50% Defense Army DamageSubterranean Soldiers:-1% Leader Cost+4 Naval Cap+4 Defense ArmiesSubterranean Foundry: +50% Alloys, -20% Habitability *Event Chain TriggeredSubterranean Forge Workers:+5 Alloys-8 Minerals-0.2 MotesSubterranean Refinery: -20% Building Strategic Resource Upkeep, +5% Housing UsageSubterranean Refiners:+1 Volatile Motes+1 Rare Crystals+1 Exotic Gases-6 Minerals-6 EnergySubterranean Research Lab: +1 Physics/Engineering from Researchers, +20% Researcher UpkeepSubterranean Researchers:+8 Engineering Research+8 Physics Research-3 Consumer goods or -6 Minerals (Gestalts)Sky Jobs and Modifiers:Sky Mall: +25% Trade Value, +5% Consumer Goods Upkeep (Non-Gestalt Only)Sky Clerks:+1% Pop Happiness+4 Amenities+6 Trade Value-2 Consumer GoodsSky Green: +10% Unity, +10 StabilitySky Rangers:+1% Worker Output+8 Unity+5 Amenities-4 EnergySky Maintenance Drones (Gestalts):+1% Simple Drone Output+6 Unity+8 Amenities-3 EnergySky Roost: +15% Amenities (Hive Minds Only)Sky Rookery Drone:+10% Pop Growth Speed+5 Amenities+5 Unity-5 FoodSky Factory: +25% Pop Assembly Speed, +10% Assembly CostSky Replicator:+2 Pop Assembly+5 Engineering Research-8 MineralsSky Estate: +50% Ruler Happiness, -20% Worker Happiness (Empire Unique, Non-Gestalt Only)High Noble: (1 per 100 pops)+1 Leader Pool Size+1 Influence-5 Unity-5 Consumer GoodsCompatibilityFew vanilla files were harmed in the making of this mod. In theory that means it is compatible with everything. It may be installed mid save, the decisions will appear if you meet the requirements. If you have already taken Mastery of Nature the effect will change, but you will not loose any districts already built. Overwrites mastery_of_nature static modifier. If any mod uses clear_deposits, it will temporarily remove the District/Job deposits, but they should be restored within a month or so. If its feeling frisky, sometimes the AI might use these decisions itself.Built in compatibility with Ecology Mod New jobs will produce pollution if enabled.If you have Mastery of Districts you will not be able to build Sky Islands on planets that already have Low Orbit Urbanisation or Subterranean Cities if they already have Subterranean Urbanisation.CreditsImages adapted from:Noba[www.pixiv.net]JJasso[jjasso.deviantart.com]nkabuto[nkabuto.deviantart.com]Denjoo[denjoo.deviantart.com]RhexFiremind[rhexfiremind.deviantart.com]Alex Andreyev[coolvibe.com]Andree Wallin[www.deviantart.com]Eric Spray[www.artstation.com]Francesco Lorenzetti[www.artstation.com]Vadim Sadovski[www.artstation.com] Language SupportRussian localisation by Dimonius, CrazyZombieJapanese localisation by tomezoFrench localisation by Wolf of DarknessTry out some of my other ModsPhotosynthesis Mechanics for PlantoidsThe Kronos Campaign Custom Galaxy and LoreMy Precursor Wormholes to Precursor SystemsLocal Production Planet diversification bonusesObjective Complete GameMaster toolsTechnology Guided Research Policies[discord.gg]
Как установить данный мод
Скачать архив. Распаковать. Скопировать мод в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/
Если папка отсутствует – попробовать запустить игру или создать папку самостоятельно.
Распаковать файл .mod в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod
Или просто воспользоваться кнопкой «Подписаться» (Subscribe) в Steam.
Мод должен появиться в лаунчере игры во вкладке моды – остается только активировать его.
Enjoy the game:)