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I'd really like to play with them but since i don't use the english version i am just getting an underscore_text instead of the actual names and descriptions. :/
fixed other species happiness traits to be more impactful given I didn't realize they changed how the modifier works. they are noew 1 to 3 and -1 to -3. and provide bonuses in increments of 5.
Thanks for the heads up and the great mod. ;)
I do consider your numbers pretty well balanced, even in the more extreme areas, so this isn't a complaint in any case. :)
Did play around a bit with a copy of your spreadsheet, most traits(including none-linear ones) you have are very close to
=IF(E8>0,ROUNDUP(E8*0.975^(2*E8)),-1*ROUNDDOWN(-1*E8*1.1^(-2*E8)))
https://docs.google.com/spreadsheets/d/1_I-u1gFZSneeHYKRlCyDWUt7O0nHBqbpKI9M290MdjE/
What could be done is making your points for the extreme traits not behave as linear as they do now, so instead of Habitability -25% for -5 Points, -6 Points would make sense since that is the point where you lose another planettype to settle on initially.
Can go through the list and have a look at more of those points, but all in all I think something like the following would fit better to the scaling of the percentages:
Bonus: CEIL(level*0.95^level)
Malus: FLOOR(level*1.05^level)
(level=DesiredEffect/1PointVersion, so if 5% is worth 1 point, 20% is level 4 and 2.5% is level 0.5)
Wouldn't mind reducing the extremes tbh, anything bigger than 5 or less than -5 is not likely something I'm going to consider - it would dominate the species makeup too much. But that's personal taste.
Addtionaly incresed conservancey 3 plus other modifers can yeild negative consumer goods costs leading to gaining minerals from pops exsisting.