Materialism and psionic research

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AaronArx

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I tried to click on the link but it gives me an error ^^

And well there would be an ever quicker way for a materialist society to get the psionic theory research. But you'd need a mod to do that ^^ the infinite legacy mod to be precise ^^

Ps I think that to even the field the game should either not allow the spiritualists to get the robotic tech nor the genetical technologies, not to mention completely blocking them from developing sentient AI technology, or maybe improving the robotic technology, like for example having them grow faster.
 

terrycloth

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Why aren't there endgame warp and hyperdrive techs? You'd think all of them would eventually lead to Jump Drive, at least.

Or add a HyperWarp tech that creates a temporary hyperlane to a star inside Warp range and then uses it.
 
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smjjames

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@AaronArx You have to register the game in order to see those forum sections :p

Anyway, I'll go ahead and post the suggestions I made:

So apparently materialists/fanatic materialists require either the RNG (Random Number Gods) to bestow the trait or trigger a rare anomaly (which is even harder to get since the AI players gobble up the anomalies :p ). i checked and while the wiki says this: "Materialists are also unable to access psionics research by default, while Spiritualists have the same issue with robotics (though both can still obtain them as research alternatives by employing a scientist with the proper expertise)." spiritualists have NOWHERE NEAR the same amount of difficulty that materialists get, all spiritualists get is a small malus which is easily overcome with a scientist of the needed expertise.

So, my suggestion is to balance things out by either making it that much harder for spiritualists to get droids, or maybe synths, or adding other methods of getting the PSI tech or the trait.

Here are some deas for making it easier to get the trait and/or the tech, the easiest way would be through some kind of event:

1. Give the currently existing event a higher weight/chance to be found.

2. More events in general that can give the trait. I saw a psionic horses thing in the events text, never ran into it myself though, and one of the creatures in the specimen collection mission is weakly psionic, so, maybe some stuff about psionic creatures or something. Basically, the more events that give the trait, the more chances it'll actually happen.

3. Since Zro, Stellaris's version of melange of Dune fame (you even have the Navigators Guild reference in there and all), is researchable, I had an idea of involving the stuff. For starters, you'll have to have the zro resource being mined, then perhaps there will be some random event or event chain with a mean time to happen that involves experiments with zro or something, don't know. Obviously you guys don't want to have too many references to substance consumption in the game, so, I'm not sure how you'd go about involving it. I'm thinking mostly of Dune here.

4. This one relies on a neghboring empire having researched the tech: Some kind of random event or perhaps an event chain that involves a renegade scientist (or one seeking asylum or something) from another empire that wants to bring the PSI tech or perhaps has the trait.

Alternatively, you could make it that much harder for spiritualists to get the robotics (or maybe just sentient AI) tech, but I have a feeling that idea wouldn't be too popular.

What I'm trying to say here is that there is a massive imbalance in the difficulty of the two ethos getting the tech that is basically on the opposite side of their ethos and one or the other needs to be changed.
 
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Lajinn

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I tried to click on the link but it gives me an error ^^

And well there would be an ever quicker way for a materialist society to get the psionic theory research. But you'd need a mod to do that ^^ the infinite legacy mod to be precise ^^

Ps I think that to even the field the game should either not allow the spiritualists to get the robotic tech nor the genetical technologies, not to mention completely blocking them from developing sentient AI technology, or maybe improving the robotic technology, like for example having them grow faster.

Honestly, until they make Terraforming not complete and utter garbage locking anybody out of genetics seems like a bad idea, especially since that also locks them out of things like Uplift (Which any xenophile race should be able to get, regardless of being spiritual or not)
 

Silmarion

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All this "opportunity cost" bullshit is just that - bullshit.
Spiritualists and Fanatic Spiritualists already have their bonuses - happy fun times, -ethics divergence. They shouldn't have "hidden" bonuses in that they have an easier time than most getting the best military technologies to boot, and the guys whose whole schtick is "we solve our problems through the application of THE BEST TECHNOLOGY!" shouldn't be fucking frozen out of the best technologies unless the player cheats*, RNJesus gives them a blowjob, or they set up a ridiculous system of industrially leveling scientists to hope for the vanishingly small chance of getting the necessary trait upon level-up.

*Seriously, when the player gets frustrated and resorts to cheating because they feel the game cheated them out of their due, it opens the floodgates to more. I started cheating simply to add psionics expertise to my researchers because I was Materialistic and I did not like the idea of being locked out of The Best FTL System. Now I just rock out with all leaders having all imaginable positive traits and wipe away any inconvenient negative ones.

To start with, every ethos has "hidden" bonuses, providing differing weights on tech draw and responses to various events. Without those bonuses, Spiritualist is arguably the weakest ethos in the game, gaining a small bonus to population growth (not happiness), and less ethos divergence on the fanatic version than the collectivist is going to get. As for tech, the use of technology to overcome obstacles is not a materialist trait; it is a trait of any advanced civilization, which any playable race in this game is by definition. What is a trait of materialists is a worldview that disdains certain phenomena, making them more adroit at traditional research paths, but inhibiting their ability in other, more esoteric ventures.

Regarding "OP" technologies: Sentient Combat Computers vs. Precognitive Interface is almost a wash. PI is arguable a little better, but again the base bonuses of Spiritualism are much, much weaker than those of Materialism. Now, PSI jump drives are a somewhat different story. They are very powerful, but I'd argue that given their high energy requirements, tier 3 wormholes are just as strong. And that's really the problem, wormholes are rather ridiculous, and the only way to get standard Jump Drives. And that's a FTL type issue, not a Spiritualist issue. You also have to research those techs, which being rare tend to have a very long research time, and tie up the very valuable social research slot. That is where you research colonization and influence techs after all. Overall, I think the Spiritualist/Materialist axis is the best balanced of the ethos choices (Collectivism/Individualism is a choice between what is probably the best ethos in the game and a decent one, Xenophilia/Xenophobia is no contest , and Militarism/Pacifism is somewhat hard to judge. If you care about win conditions Pacifism is probably pretty weak, if you don't it's really strong) with spiritualism providing sketchy base bonuses, but some very nice tech and materialism giving a very solid, if not particularly flashy base bonus and some other nice techs. Synths really are very strong.
 
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Stripes

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I am actually quite in favor for Zro and Psionics getting "Eezo Treatment" - Mass Effect players should be familiar with it:

With the start of practical use (Navigators Guild), an Event related to Industrial Incidents (as possible variant) can fire resulting in, perhaps, Psionics being available as Trait for founder specie Scientists.

Absolute Hard Lock on Psionics for Materialists is... Quite jarring even if I find Robotics and Research Institute acceptable as trade off.
 

Lajinn

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To start with, every ethos has "hidden" bonuses, providing differing weights on tech draw and responses to various events. Without those bonuses, Spiritualist is arguably the weakest ethos in the game, gaining a small bonus to population growth (not happiness), and less ethos divergence on the fanatic version than the collectivist is going to get. As for tech, the use of technology to overcome obstacles is not a materialist trait; it is a trait of any advanced civilization, which any playable race in this game is by definition. What is a trait of materialists is a worldview that disdains certain phenomena, making them more adroit at traditional research paths, but inhibiting their ability in other, more esoteric ventures.

Regarding "OP" technologies: Sentient Combat Computers vs. Precognitive Interface is almost a wash. PI is arguable a little better, but again the base bonuses of Spiritualism are much, much weaker than those of Materialism. Now, PSI jump drives are a somewhat different story. They are very powerful, but I'd argue that given their high energy requirements, tier 3 wormholes are just as strong. And that's really the problem, wormholes are rather ridiculous, and the only way to get standard Jump Drives. And that's a FTL type issue, not a Spiritualist issue. You also have to research those techs, which being rare tend to have a very long research time, and tie up the very valuable social research slot. That is where you research colonization and influence techs after all. Overall, I think the Spiritualist/Materialist axis is the best balanced of the ethos choices (Collectivism/Individualism is a choice between what is probably the best ethos in the game and a decent one, Xenophilia/Xenophobia is no contest , and Militarism/Pacifism is somewhat hard to judge. If you care about win conditions Pacifism is probably pretty weak, if you don't it's really strong) with spiritualism providing sketchy base bonuses, but some very nice tech and materialism giving a very solid, if not particularly flashy base bonus and some other nice techs. Synths really are very strong.

Don't Psi Jump Drives also cause what is probably the deadliest late game crisis?
 

The Founder

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Don't Psi Jump Drives also cause what is probably the deadliest late game crisis?
You mean the unbidden? They are kind of the "fall back" Crisis, if none other has been triggered as they do not strickly depend on player actions and have no chance to "never happen" (like the Scourge):
http://www.stellariswiki.com/Crisis#Trigger_2

As you can avoid one crisis by just waiting for another/having luck with another one, I would never consider that a reliable tradeoff for a drive tech.
 

smjjames

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For the event itself, does anybody know for sure whether 'spark of genius' is the only one that can get the option that leads to it or if 'meticulous' can also gain it? Because the event info in the file itself isn't clear on whether both can gain it through the event. Or rather, does anybody know what event gives the paranoid trait? Because it looks like that might be the only one that can get it....

Text of the event, it's in anomaly_events_5
Code:
### Echoes from the Deep #################################################################################
ship_event = {
    id = anomaly.4045
    title = "anomaly.4045.name"
    desc = "anomaly.4045.desc"
    picture = GFX_evt_ocean
    show_sound = event_ship_bridge
    location = FROM
   
    is_triggered_only = yes
   
    immediate = { from = { orbital_deposit_tile = { clear_deposits = yes } } }

    option = {
        trigger = {
            leader = {
                OR = {
                    has_trait = leader_trait_meticulous
                    has_trait = leader_trait_spark_of_genius
                }
            }
        }
        name = "anomaly.4045.a"
        hidden_effect = {
            ship_event = { id = anomaly.4046 }
        }
    }
    option = {
        trigger = {
            leader = { has_trait = leader_trait_paranoid }
        }
        name = "anomaly.4045.b"
        hidden_effect = {
            ship_event = { id = anomaly.4049 }
        }
    }
    option = {
        name = "anomaly.4045.c"
        hidden_effect = {
            ship_event = { id = anomaly.4051 }
        }
    }
    option = {
        name = "anomaly.4045.d"
        hidden_effect = {
            ship_event = { id = anomaly.4052 }
        }
    }
}

#If stroke of genius you find source
#story4
ship_event = {
    id = anomaly.4046
    title = "anomaly.4045.name"
    desc = "anomaly.4046.desc"
    picture = GFX_evt_in_the_dark
    show_sound = event_mystic_reveal
    location = FROMFROM
   
    is_triggered_only = yes

    immediate = {
        hidden_effect = { owner = { country_event = { id = story.4 days = 30 } } }
        fromfrom = {
            add_modifier = {
                modifier = "hostile_environment"
                days = -1
            }
            add_modifier = {
                modifier = "ancient_one"
                days = -1
            }
        }
        owner = {
            ######## Gain NEGATIVE Press Coverage ########
            ##############################################
            if = {
                limit = {
                    owner = {
                        has_modifier = media_coverage_negative_high
                    }
                }
                owner = {
                    remove_modifier = "media_coverage_negative_high"
                    add_modifier = {
                        modifier = media_coverage_negative_high
                        days = 1800
                    }
                }
            }
            if = {
                limit = {
                    owner = {
                        has_modifier = media_coverage_negative_medium
                    }
                }
                owner = {
                    remove_modifier = "media_coverage_negative_medium"
                    add_modifier = {
                        modifier = media_coverage_negative_high
                        days = 1800
                    }
                }
            }
            if = {
                limit = {
                    owner = {
                        has_modifier = media_coverage_negative_low
                    }
                }
                owner = {
                    remove_modifier = "media_coverage_negative_low"
                    add_modifier = {
                        modifier = media_coverage_negative_medium
                        days = 1800
                    }
                }
            }
            if = {
                limit = {
                    owner = {
                        NOT = {
                            has_modifier = media_coverage_positive_high
                            has_modifier = media_coverage_positive_medium
                            has_modifier = media_coverage_positive_low
                            has_modifier = media_coverage_negative_low
                            has_modifier = media_coverage_negative_medium
                            has_modifier = media_coverage_negative_high
                        }
                    }
                }
                owner = {
                    add_modifier = {
                        modifier = media_coverage_negative_low
                        days = 1800
                    }
                }
            }
            if = {
                limit = {
                    owner = {
                        has_modifier = media_coverage_positive_low
                    }
                }
                owner = {
                    remove_modifier = "media_coverage_positive_low"
                }
            }
            if = {
                limit = {
                    owner = {
                        has_modifier = media_coverage_positive_medium
                    }
                }
                owner = {
                    remove_modifier = "media_coverage_positive_medium"
                    add_modifier = {
                        modifier = media_coverage_positive_low
                        days = 1800
                    }
                }
            }
            if = {
                limit = {
                    owner = {
                        has_modifier = media_coverage_positive_high
                    }
                }
                owner = {
                    remove_modifier = "media_coverage_positive_high"
                    add_modifier = {
                        modifier = media_coverage_positive_medium
                        days = 1800
                    }
                }
            }
            ##### End of Gain NEGATIVE Press Coverage #####
            ###############################################
        }
    }

    option = { #contact the beast
        name = "anomaly.4046.a"
        hidden_effect = {
            ship_event = { id = anomaly.4047}
        }
        hidden_effect = {
            fromfrom = {
                remove_modifier = "hostile_environment"
            }
        }
    }
    option = { #try to kill the beast
        name = "anomaly.4046.b"
        hidden_effect = {
            fromfrom = {
                remove_modifier = "ancient_one"
            }
            ship_event = { id = anomaly.4048}
        }
    }
    option = { #leave it alone
        name = "anomaly.4046.c"
        custom_tooltip = "anomaly.4046.c.tooltip"
        hidden_effect = {
            fromfrom = {
                orbital_deposit_tile = {
                    add_deposit = d_immense_society_deposit
                    add_deposit = d_society_deposit
                }
            }
        }
    }
}
ship_event = {
    id = anomaly.4047
    title = "anomaly.4045.name"
    desc = "anomaly.4047.desc"
    picture = GFX_evt_in_the_dark
    show_sound = event_mystic_reveal
    location = FROMFROMFROM
   
    is_triggered_only = yes

    option = {
        name = anomaly.4047.a
        custom_tooltip = "anomaly.4047.a.tooltip"
        hidden_effect = {
            FROM = {
                fromfrom = {
                    orbital_deposit_tile = {
                        add_deposit = d_immense_society_deposit
                        add_deposit = d_society_deposit
                    }
                }
            }
        }
    }
}
ship_event = {
    id = anomaly.4048
    title = "anomaly.4045.name"
    desc = "anomaly.4048.desc"
    picture = GFX_evt_in_the_dark
    show_sound = event_mystic_reveal
    location = FROMFROMFROM
   
    is_triggered_only = yes

    immediate = {
        FROM = {
            fromfrom = {
                change_pc = pc_toxic
            }
        }
    }

    option = {
        name = "anomaly.4048.a"
        custom_tooltip = "anomaly.4048.a.tooltip"
        hidden_effect = {
            FROM = {
                fromfrom = {
                    orbital_deposit_tile = {
                        add_deposit = d_immense_society_deposit
                        add_deposit = d_society_deposit
                    }
                }
            }
        }
    }
}
#If paranoid - leader finds source and gets stuff
#story4
ship_event = {
    id = anomaly.4049
    title = "anomaly.4045.name"
    desc = "anomaly.4049.desc"
    picture = GFX_evt_in_the_dark
    show_sound = event_mystic_reveal
    location = FROMFROMFROM
   
    is_triggered_only = yes

    immediate = {
        hidden_effect = { owner = { country_event = { id = story.4 days = 30 } } }
        leader = {
            add_trait = leader_trait_maniacal
        }
    }

    option = {
        name = "anomaly.4049.a"
        custom_tooltip = "anomaly.4049.a.tooltip"
        hidden_effect = {
            ship_event = {id = anomaly.4050 days = 7}
            set_disabled = no
        }
    }
    option = {
        name = "anomaly.4049.b"
        custom_tooltip = "anomaly.4049.b.tooltip"
        hidden_effect = {
            fleet = {
                kill_leader = { type = scientist show_notification = no}
            }
            set_disabled = no
        }
    }
}
#If paranoid - leader finds source and gets stuff
#story 4
ship_event = {
    id = anomaly.4050
    title = "anomaly.4045.name"
    desc = "anomaly.4050.desc"
    picture = GFX_evt_psionics
    show_sound = event_mystic_reveal
    location = FROM
   
    is_triggered_only = yes

    immediate = {
        hidden_effect = {
            leader = {
                add_trait = leader_trait_expertise_psionics
                add_experience = 100
            }
        }
    }

    option = {
        name = "anomaly.4050.a"
        custom_tooltip = "anomaly.4050.a.tooltip"
    }
    option = {
        name = "anomaly.4050.b"
        custom_tooltip = "anomaly.4050.a.tooltip"
    }
}
#If abandoning for crews sake
ship_event = {
    id = anomaly.4051
    title = "anomaly.4045.name"
    desc = "anomaly.4051.desc"
    picture = GFX_evt_metropolis
    show_sound = event_radio_chatter
    location = FROMFROMFROM
   
    is_triggered_only = yes

    immediate = {
        owner = {
            add_modifier = {
                modifier = scientist_team_well_treated
                days = 1800
            }
        }
        ######## Gain POSITIVE Press Coverage ########
        ##############################################
        if = {
            limit = {
                owner = {
                    OR = {
                        has_modifier = media_coverage_positive_high
                    }
                }
            }
            owner = {
                remove_modifier = media_coverage_positive_high
                add_modifier = {
                    modifier = media_coverage_positive_high
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    OR = {
                        has_modifier = media_coverage_positive_medium
                    }
                }
            }
            owner = {
                remove_modifier = media_coverage_positive_medium
                add_modifier = {
                    modifier = media_coverage_positive_high
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_positive_low
                }
            }
            owner = {
                remove_modifier = media_coverage_positive_low
                add_modifier = {
                    modifier = media_coverage_positive_medium
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    NOT = {
                        has_modifier = media_coverage_negative_high
                        has_modifier = media_coverage_negative_medium
                        has_modifier = media_coverage_negative_low
                        has_modifier = media_coverage_positive_low
                        has_modifier = media_coverage_positive_medium
                        has_modifier = media_coverage_positive_high
                    }
                }
            }
            owner = {
                add_modifier = {
                    modifier = media_coverage_positive_low
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_negative_low
                }
            }
            owner = {
                remove_modifier = media_coverage_negative_low
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_negative_medium
                }
            }
            owner = {
                remove_modifier = media_coverage_negative_medium
                add_modifier = {
                    modifier = media_coverage_negative_low
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_negative_high
                }
            }
            owner = {
                remove_modifier = media_coverage_negative_high
                add_modifier = {
                    modifier = media_coverage_negative_medium
                    days = 1800
                }
            }
        }
        ##### End of Gain POSITIVE Press Coverage #####
        ###############################################
    }

    option = {
        name = "anomaly.4051.a"
        custom_tooltip = "anomaly.4051.a.tooltip"
        trigger = {
            owner = {
                has_country_flag = edict_improved_work_environment
            }
        }
    }
    option = {
        name = "anomaly.4051.a"
        custom_tooltip = "anomaly.4051.b.tooltip"
        trigger = {
            owner = {
                NOT = { has_country_flag = edict_improved_work_environment }
            }
        }
        hidden_effect = {
            owner = {
                set_country_flag = edict_improved_work_environment
            }
        }
    }
    option = {
        name = "anomaly.4051.b"
        custom_tooltip = "anomaly.4051.a.tooltip"
        trigger = {
            owner = {
                has_country_flag = edict_improved_work_environment
            }
        }
    }
    option = {
        name = "anomaly.4051.b"
        custom_tooltip = "anomaly.4051.b.tooltip"
        trigger = {
            owner = {
                NOT = { has_country_flag = edict_improved_work_environment }
            }
        }
        hidden_effect = {
            owner = {
                set_country_flag = edict_improved_work_environment
            }
        }
    }
}
#If keep going on anyway
#story4
ship_event = {
    id = anomaly.4052
    title = "anomaly.4045.name"
    desc = "anomaly.4052.desc"
    picture = GFX_evt_ocean
    show_sound = event_mystic_reveal
    location = FROMFROMFROM
   
    is_triggered_only = yes

    immediate = {
        hidden_effect = { owner = { country_event = { id = story.4 days = 30 } } }
        owner = {
            add_modifier = {
                modifier = health_discovery
                days = 2700
            }
        }
        ######## Gain NEGATIVE Press Coverage ########
        ##############################################
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_negative_high
                }
            }
            owner = {
                remove_modifier = media_coverage_negative_high
                add_modifier = {
                    modifier = media_coverage_negative_high
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_negative_medium
                }
            }
            owner = {
                remove_modifier = media_coverage_negative_medium
                add_modifier = {
                    modifier = media_coverage_negative_high
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_negative_low
                }
            }
            owner = {
                remove_modifier = media_coverage_negative_low
                add_modifier = {
                    modifier = media_coverage_negative_medium
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    NOT = {
                        has_modifier = media_coverage_positive_high
                        has_modifier = media_coverage_positive_medium
                        has_modifier = media_coverage_positive_low
                        has_modifier = media_coverage_negative_low
                        has_modifier = media_coverage_negative_medium
                        has_modifier = media_coverage_negative_high
                    }
                }
            }
            owner = {
                add_modifier = {
                    modifier = media_coverage_negative_low
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_positive_low
                }
            }
            owner = {
                remove_modifier = media_coverage_positive_low
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_positive_medium
                }
            }
            owner = {
                remove_modifier = media_coverage_positive_medium
                add_modifier = {
                    modifier = media_coverage_positive_low
                    days = 1800
                }
            }
        }
        if = {
            limit = {
                owner = {
                    has_modifier = media_coverage_positive_high
                }
            }
            owner = {
                remove_modifier = media_coverage_positive_high
                add_modifier = {
                    modifier = media_coverage_positive_medium
                    days = 1800
                }
            }
        }
        ##### End of Gain NEGATIVE Press Coverage #####
        ###############################################
    }

    option = {
        name = OK
        custom_tooltip = "anomaly.4052.a.tooltip"
        hidden_effect = {
            FROM = {
                fromfrom = {
                    orbital_deposit_tile = {
                        add_deposit = d_vast_society_deposit
                    }
                }
            }
        }
    }
}
 
Last edited:

smjjames

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Dangit, and I'll need to look at the rainbow in the dark thing.....

edit: I didn't find anything on 'rainbow in the dark', but I did find an event called 'orbiting black hole' that gives the trait. Anybody know where the descriptor texts are stored?
 
Last edited:

Vercerotix

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Hello, I use cheats to have the events who give a scientist with psionic capability when you are materialist. But I don't have the psionic theory research in option, my scientist is at level 3. But I had the resarch in anoter party with same method but with a scientist with at level 5. Someone know if the research appears when the scientist have high level or the problem is of anoter reason ?
 

ShadowDragon868

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It's random. You need to have a scientist with Psionic Expertise assigned to your Sociology research, and eventually the psionic card will draw. It helps to grind out easy researches to have more draws, and to have researched technologies and be using a government type which grants more cards in each draw.
 

pheonicia

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3. Since Zro, Stellaris's version of melange of Dune fame (you even have the Navigators Guild reference in there and all), is researchable, I had an idea of involving the stuff. For starters, you'll have to have the zro resource being mined, then perhaps there will be some random event or event chain with a mean time to happen that involves experiments with zro or something, don't know. Obviously you guys don't want to have too many references to substance consumption in the game, so, I'm not sure how you'd go about involving it. I'm thinking mostly of Dune here.

I think this would be the best option, with both interesting flavor, and a believable means to get around the restriction.

Honestly, I don't mind that opposite ethos techs are so ridiculously hard to get, I just wish ethos other than spiritual had them.

Edit: why the hell does this post insist on trying to trying to turn itself into a link.:mad:
 

Rabiator

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Personally I think it is somewhat stupid to call a SCIENCE FOCUSED ethic "materialist". That name - including the anti-psionic stuff - should be moved to "+ energy/+ minerals ethics" ...

Science is the search for knowledge and not the accumulation of wealth and should be the first one to be considered researching psionics AND THEIR USES IN TECH/SOCIETY. Meditation/peace-focused ethics seem good at coming up with psionics too, BUT those would not adopt it for anything other than personal use.

In addition to this Paradox should give the differences in those disallowed researches MUCH MORE impact just like they should add more severe differences to racial traits. MUCH more different to the point of different races actually playing/feeling different.

tl;dr
Paradox screwed up their definitions.
 
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Silmarion

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Personally I think it is somewhat stupid to call a SCIENCE FOCUSED ethic "materialist". That name - including the anti-psionic stuff - should be moved to "+ energy/+ minerals ethics" ...

Science is the search for knowledge and not the accumulation of wealth and should be the first one to be considered researching psionics AND THEIR USES IN TECH/SOCIETY. Meditation/peace-focused ethics seem good at coming up with psionics too, BUT those would not adopt it for anything other than personal use.

In addition to this Paradox should give the differences in those disallowed researches MUCH MORE impact just like they should add more severe differences to racial traits. MUCH more different to the point of different races actually playing/feeling different.

tl;dr
Paradox screwed up their definitions.

No they didn't. Materialism is a school of philosophical thought that rejects the idea of anything beyond the physical world, not just a buzz word for a preoccupation with consumer goods.
 

PanzergrenadierBBC

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  • Crusader Kings II
Why aren't there endgame warp and hyperdrive techs? You'd think all of them would eventually lead to Jump Drive, at least.

Or add a HyperWarp tech that creates a temporary hyperlane to a star inside Warp range and then uses it.

I agree with you, at least warp needs an endgame drive. In my first game i was materalistic and couldn't get the jump drive while nearly all other empires had the jump drive. This was big disadvantage as jump drives is faster and has a greater range. An endgame warp drive would be solution. The drive should be like similar to the standard jump drive, so that the psi jump drive is still better and worth to get it.

For Hyperlanes i'm not sure. The hyperland drive III is faster than the psi jump drive so you have to calculate the route which will the enemy use. But there could be an endgame hyperdrive which allows to jump over more than one system or something like this.