I keep thinking of joining with dskod1 is a very good idea, because we will have the best trait's (SUPERMOD TRAIT) 
It's just a note for the thread. I won't add these lines in descriptions.OTHER TRANSLATIONS IN SPANISH
detestable: -2 Felicidad, -1 Embajada, coste +3
Barbaros: +10% Moral del ejército, +10% Daño del ejercito, +5% Daño a la flota. Coste sin cambios, -1
Amistosas: +2 Felicidad, +1 Embajada, coste -3
Competitiva: +50% de aumento en influencia de rivalidad, coste -1
NOTE 2:
in this line -> Born-warriors : +10% army morale, +10% army damage, +5% fleet damage. Cost unchanged, -1
Cost unchanged, -1 its mean cost basegame? because if it does not necessary indicate not?
trait_varied_modifier = {
num_tech_alternatives_add = 1
}
add_modifier = {
modifier= trait_varied_modifier
days = -1
}
I can confirm I did like @black_imperator is saying and it worked. I suppose writing directly the modifier would work, but I preferred to have a more modular code.What i had in mind was more defining a static_modifier with a specific name, something like
Code:trait_varied_modifier = { num_tech_alternatives_add = 1 }
and then in the event, add that modifier, so :
Code:add_modifier = { modifier= trait_varied_modifier days = -1 }
Mod updated, on the op (direct download) and steam.How is this coming along? Progress looks good so far, do you think you'll have a new version out for tomorrow's hotfix?
I guess. I'll wait to get the opinion of other peoples on this subject, I'm not convinced. It could be interesting, I'm just ... hesitating.having reduced or no choice would definitely be an interesting way to play,
tho I guess you can make up for the deficit by getting the science based government that adds +1, and there are several +1 unlocks throughout the tree, so the bonus can't be TOO strong.
but it could be a neat lore based thing for your race, they just research whatever takes their fancy at the time, but they're really focused on that one project until it's done
Try your mod before release. Does everything seems to work ? Do you have at least someone which have a strong evident effect and others events/modifiers/traits are written almost identically ?how to check your mod works, once released?
and how do you know wich file has to relate ?
thanks
Ooh if we can change the number of tech alternatives, how about this:
Trait:
Focused - cost x
-2 tech alternatives
+xx% all research spped
I like this focused trait!@TehT : Wouldn't it be unbalanced ? We remove the choice from the player hands, but give him more science, so in fine he develop a lot more technologies.
Maybe removing only 1 alternative, for a ... 15% science bonus, cost -1 .. -2 ?? An advantage, so.
I use cost + and - differently than you. I use + for disadvantages, they give points, and - for advantages, they take points. It may not be the most intuitive, but I find it's easier to calculate ingame.I like this focused trait!
This can really change the way how to play.
I propose these stats: -1 Research alternatives, +5% Research speed to all 3 science departments, cost -1
There are already a lot +research speed options (ethos, government, traits) so I suggest to not add another strong one.
And here're traits I'd like to see:
Aggressive: Cooperation isn't exactly a strong point of this species
+1 to max. rival count, cost 1
Extremely aggressive: This species feels threatened by other species.
+2 to max. rival count, cost 2
These traits should only work, if the leading species has them. The costs seem harsh but if well played they offer a significant boost to a militaristic/fanatic militaristic empire where every declared rival gives +1.5 influence/month (+2 if switched to advanced government). I was inspired by this thread.
What do you think about that?
Isn't this a bit too powerful?-* Born-Warriors : Army Damage : +10% : Army Morale : +10.0% : Fleet Damage* : +5.00% : Cost : +2