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Xenohumans Expanded

[img]https://i.imgur.com/p7Fv1Z6.gif[/img] [img]https://i.imgur.com/O77gDTK.png[/img] Adds 5 new xenohumans integrated into vanilla factions Glitterworlder [b]Description:[/b] A Xenohuman hailing from a luxurious Glitterworld, genetically modified to enhance charisma, intellect, and to satisfy an odd, bygone fashion trend. This particular Glitterworlder seems to be encrusted in decorative 'gemstones', though the stones are little more than polished calcium deposits grown naturally by their body. [b]Stats:[/b] Market Value: 2500 Royal favor value: 4 Mental break threshold: 0.41 Global learning factor: 1.15 Negotiation ability: 1.1 Trade price improvement: 1.1 Social impact: 1.4 Research speed: 1.15 Hunting stealth: 0.9 Lo-Gravver [b]Description:[/b] A Xenohuman originating from a planet with significantly lower gravity than usual. Over time, their metabolic resources seem to have redistributed more towards brain development than managing atrophy. As such, they are physically frail but superior to most others intellectually. [b]Stats:[/b] Market Value: 2100 Movespeed: 4.7 base health scale: 0.9 Psychic sensitivity: 1.3 Carrying capacity: 55 Mining speed: 0.85 Research speed: 1.3 Construction speed: 0.85 Vatdrone [b]Description:[/b] A Xenohuman genetically engineered both physically and neurologically to be the perfect worker at a very specific task. Bred and modified for complete and utter obedience at the whims of a now-unknown faction, they excel at most forms of skilled and simple labor, but learn new concepts quite slowly. [b]Stats:[/b] Market Value: 2000 Movespeed: 4.7 Global learning factor: 0.85 Immunity gain speed: 0.75 Global work speed: 1.2 Negotiation ability: 0.8 Trade price improvement: 0.8 Social impact: 0.8 Gravity dwarf [b]Description:[/b] A Xenohuman whose biology seems to have stemmed from evolutionary adaptations to high-gravity planets. They are quite short, but their strength is unmatched by most. However, their intellectual prowess, or rather lack thereof, is less than impressive. [b]Stats:[/b] Market Value: 2100 Movespeed: 4.5 base health scale: 1.2 Psychic sensitivity: 1.3 Carrying capacity: 90 PainShock threshold: 0.87 Mining speed: 1.2 Construction speed: 1.2 Research speed: 0.8 Radworlder [b]Description:[/b] A Xenohuman descendant from surviving denizens of a toxic Radworld. Their immune system has adapted over time to foreign chemical and radiological hazards, making them nigh-immune to diseases and infections. Appearance, it seems, was left by the wayside, and they are quite hideous to look at, much less speak to. [b]Stats:[/b] Market Value: 1550 Mental break threshold: 0.30 Toxic sensitivity: 0.7 (only 1.3) Hunger rate multiplier: 0.9 (only 1.3) Immunity gain speed: 1.2 Royal favor value: 2 Negotiation ability: 0.9 Trade price improvement: 0.8 Social impact: 0.7 [img]https://i.imgur.com/32RN7cE.png[/img] [b]Art:[/b] SirLalaPyon [b]Code:[/b] ILuvSilicon [b]Financing:[/b] dallasbeek [img]https://i.imgur.com/cCbyNDp.png[/img] [b]Is this compatible with CE or some other mod?[/b] No compatibility for CE or other mods was made. If it won't work automatically, its not compatible. For EDB Prepare Carefully. They are in the add pawn function, but they are not labelled. [b]Can I safely remove or add this into my game?[/b] Adding it should not break anything, removing it will likely break stuff only if you have the pawns present on the map. Always make a backup save to be safe. [url=https%3A%2F%2Fdiscord.gg%2F7befJWr9xS][img]https://i.imgur.com/gh6C5m2.png[/img][/url][discord.gg]