The Xeloxi buildings which need a certain amount of crime are the only ones I am aware of which use stat. It looks like this: Crime GreaterThanOrEqual 0.3&l
Sarellion
Try [ICON=APPROVAL_HAPPY_ICON]. The Happy and Loyal traits use the same icon and that's the code for the icon in their text.xmls.
You could make a different kind of transport (module) getting unlocked by these techs which doesn't fit your idea at all but at the moment the soldier's stats on board of a transport have no effect.
Starbase stacking: Theoretically I like the idea but I think it should go. As the OP pointed out, economic starbase modules are pretty underwhelming and it's hard to balance. Considering that we get some more DLCs which add other factors to the equations it's probably better to fixate that variable in the equation. When I played GC 3 I had teh feeling that the addition of new bonuses made the game more tedious. If you had this trait, that skill, these citizens, buildings, etc.
[quote who="Frogboy" reply="7" id="3915774"] I see what you mean. We will make sure they get those back next update. [/quote] I appreciate that. A question: Is it intentional that the Yor don't get the planetary generator? The randomness of the new buildings feels a bit much to me when you have several like the Yor (Durantium and Relic scanner plus eventual spawns from the new building event). It doesn't make sense for the Durantium to be placed by the
[quote who="Frogboy" reply="4" id="3915610"] There are a lot of checks and tweaks for non-biological species. But there is nothing magical about them. They can't just colonize any old planet just because they're machines or what have you. [/quote] I didn't mean that they should just be able to colonize everything for free, but synthetic civs are missing terraforming techs and can't get extreme/exotic colonisation unless they pick adaptable (when it works again).
The killer robots want to be happy now and paying taxes makes them unhappy but they are relatively easy to please. They don't care about pollution and don't get an approval penalty for that. Okay their food production drops, but they don't care about food, and ofc the planet's ecosphere cares about all the stuff you release into the atmosphere.
Well, it happened, but when I read your reply that it shouldn't be possible, I ran a verification and several files were damaged. I hope that solves the issue but in case it happens again, I would be happy to send whatever you need.
And I got the Warforged faction building without having a warforged faction... In general the Yor seem a bit iffy. I am missing the planetary generator which is an odd choice for a production focused faction, especially when they reduced the number of colony unique manufacturing facilities. Apparently organics are also better at terraforming their planets as you only get one possible extra tile. Yeah building yourself and theoretically being able to readjust your body apparent
I encountered a bug with the Yor recently: Adaptable apparently does nothing for them in my game as I can't colonize extreme or exotic planets. So I decided to check if that might be because they don't have the tech in their tech tree and started up a game with the amoeba as the second species with adaptable. When I colonized the planet next door, I got a message that the harsh atmosphere clogged up the colony's equipment. Okay, never got that with regular colonisation for the others,