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All Minor faction laws and other traits (complete)

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7 years ago
May 24, 2017, 6:57:46 PM

This post contains all minor faction traits collection bonuses, laws, special actions, planet effect, splicing effect and more.


  • Disclaimer: Last update(26-5-2017) Most values were extracted from the game files and could be changed over time. Some complex description and formulas have been left to my interpretation. Please post or message me if things are incorrect, outdated or need more clarification. (with proof) 

Edit: I went into the files a bit, but some minor faction names are strange to me and I don't know how each modifier works or what it exactly targets so help is much appreciated. 


Edit 2: Each faction has 2 traits, I don;t know how the second one comes into play. It seems more assimilation of the same faction yield a double bonus of the 1st trait only.


Edit 3: I forgot one thing and that is the political view of minor factions. I only focused on the collection bonus. Pilgrims are religious, but at 10 they get science output. Keep this in mind.


Edit 4: Luxury growth and political output added. Only Pilgrims as far as I checked have a miss-match between political output and their 10 population collection p.output. Might be a bug.


Amoeba:

Effect on planet:
+5 Food

Assimilation Trait:
+10 Influence per peace
+20 Influence per alliance
.
10% increased food production

Collection bonuses:
10: Political output to Ecologists
20: +15% Food on Systems with Amoeba
50: 'Thick Skins Bill’ law unlocked

Law 'Daily Civic Demonstering Mass Participation Program' details:
-50% Empire resistance against  Influence conversion pressure

Gene splicing effects:
+2 Food
Perhaps there is   no race in the galaxy more able to empathize with others than the Amoeba.   Using insights from the consciousness-detaching species, this law teaches a   civilization to understand other people's animosities in such a way that   raises resilience, lessens aggression, and inspires feelings of security. As   such, populations become more immune to diplomatic pressures.

Political output: 
Industrialists
Luxury for growth:
???

 

 

Bhagaba:

Effect on planet:
+1 Influence
+1 Influence on Fertile
 
Assimilation Trait:
-10% Technology cost
.
+1 Science raw ( on   planet?)
 
Collection bonuses:
10: Political output to Pacifists
20: +10% Influence on system with Bhagabas
50: +50 Influence on system with Bhagabas
 
No Law
 
Gene splicing effects:
+1 Influence
No Law
Political output: 
???
Luxury for growth:
???

 

 

Deuyivans:

Effect on planet:
+2 Science
+5 Food on Gas

Assimilation Trait:
-10% Technology cost
.
+1 Science raw ( on   planet?)

Collection bonuses:
10: Political output to Scientists
20: +15% Science on Systems with Deuyivans
50: ‘Good Science’ law unlocked

Law 'Science for the Good of All' details:
-30% On science empire development construction cost

Gene splicing effects:
+1 Science
+3 Food
Much can be learnt   from the Deuyivans when it comes to matters of organizing technological   research, especially within the sphere of empire development. With this law   in place, the usual cut-throat, narcissistic pursuit of technological breakthrough   by individual groups is improved by a more community-focused research program   which can slash the scientific costs of empire development-focused techs.

Political output: 
???
Luxury for growth:
???

 

 

Epistis:

Effect on planet:
+1 Industry
+5 Food on Sterile

Assimilation Trait:
-10% Cost on peaceful treaty proposals
.
+5% Trade ro
Updated 7 years ago.
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7 years ago
May 24, 2017, 10:22:14 PM

SimulationDescriptor [factiontrait] and [laweffect] contain described values of the modifiers. I will post them on top and make a guess if I am not sure what it is. I will also think about a better more readable format for the post if I have the time. 


It takes some searching as I don't know the exact function of modifiers and within these files not all minor names can be linked to how we know them, nor are the law names displayed directly. 


Someone more versed with structure and modding could definitely get the information out faster than me now. 

Updated 7 years ago.
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7 years ago
May 25, 2017, 6:33:29 AM
Jams wrote:

ES2_Localization_Assets_Locales.xml in the localisation dir should have all the normal names matched up with their behind the scenes name, makes looking through these xml's much easier to understand.

Thanks for the heads up, this definitely helps. Now I've pretty much found it all, no guarantees I will not make mistakes please feel free to correct me. For future updating I suggest people to send me a message that a patch has changed values. 


No idea when I will finish this, I think somewhere today. I think the new table lay-out is a lot more readable than the old format, but do please comment. I plan to do the factions in alphabetic order so you can look them up, the wiki already allows you to quickly view and sort them by political affinity.

Updated 7 years ago.
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7 years ago
May 25, 2017, 12:55:48 PM
Shin wrote:

I got a +5 Food bonus from Amoebas. Did they changed it?

Is that for splicing them or the normal population? 

I am kind of going by what I knew prior on that and what I also get from the wiki. 

I only have like 1/2 the populations for 1.05 splicing values, I think I also have found the values in the files. 

I would need to look up if I can find it in the files if it is inaccurate, but please if you are sure about something do correct me. 

The food per amoeba population is definitely +2 for splicing. (All splicing values so far seem to match with my save file)


Updated 7 years ago.
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7 years ago
May 25, 2017, 4:48:55 PM

Good work here. Thanks

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7 years ago
May 25, 2017, 5:11:48 PM
Ozgwald wrote:
Shin wrote:

I got a +5 Food bonus from Amoebas. Did they changed it?

Is that for splicing them or the normal population? 

I am kind of going by what I knew prior on that and what I also get from the wiki. 

I only have like 1/2 the populations for 1.05 splicing values, I think I also have found the values in the files. 

I would need to look up if I can find it in the files if it is inaccurate, but please if you are sure about something do correct me. 

The food per amoeba population is definitely +2 for splicing. (All splicing values so far seem to match with my save file)


It's the normal amoeba population bonus. I was United Empire at this playthrough. The wiki is kinda outdated. The wiki is also saying that Horatio pop gives 2 approval which is wrong. Now they give 3 food and +2 approval on hot planets.
The bonus of splicing Amoebas is +3 food. I'm 100% sure because I just loaded my Horatio playthrough to look it up.
.

Also splicing Eyder gives me a +4 dust bonus.


Updated 7 years ago.
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7 years ago
May 25, 2017, 5:35:34 PM

Thanks, you are helping me out a lot. 

if you hover over the 10 20 and 50 in that menu it gives a small pop up on what the collection bonuses are. 


For amoeba I had to go by a value named EmpirePointEmpirePoint and kind of assumed it to be influence since the empire action gives bonus to EmpirePointPopulationBonus.

Also so far all splice values part from Epistis seem to match with what is in the files. Epistis (which in the files is referred to as Bots) splice bonus seems to suggest +1 industry and +1 approval instead of +3food. 


Update:

Fixed some values and descriptions, note political view of a faction can differ from the +10 collection bonus. 

Added some more factions. 

Updated 7 years ago.
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7 years ago
May 26, 2017, 5:16:05 PM

Update: I now have all minor factions. Found 1 or 2 earlier mistakes (needed to be clearer on the effect) that were corrected. Also added the standard political output (incomplete) and luxury growth resource (incomplete). It might very well be that the luxury part is entirely random each game, I did not check this at all, but if I remember form alpha this was the case??? 


For those wondering what the text under the law is, that is the text belonging to the law, some pieces of lore most won't read or see. I came across a lot of events and mission pop ups about the minor factions, a lot of stuff I haven;t come across in the game. I suggest the lore fans & rp-ers to check out the localization files if you are interested (care for main faction spoilers).


Statement for the developers: I would suggest to make the luxury resources not random and make it more clear as to improve population management. Population management and laws are one of the most strategic aspects of this game and are left up to too much guessing, such that the impact and countless options are lost to most (novice) players. The fact that their spawning is random, is all the guessing there should be in this process and which can be somewhat countered by exploring and getting more chances to spawn the right minor faction. I know custom factions exists, but I think picking out a starting minor faction or having this random should be part of the new game mode.


Statement for the community: Now that I went through it all and as I went along got a better understanding of the structure and wording, I might make my own mods with minor factions. I just wanted this sheet for myself (and why not share?) and am less inclined to mod for myself, so no promises. 

Updated 7 years ago.
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