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EXPERIENCE_TRAIT
{
name = Kolonist
title = Kolonist
desc = Kolonists lack the specific technical skills of specialists, but make up for this by being able to boost all Kolonization stats simultaneously.
EFFECT
{
name = FundsBoost
}
EFFECT
{
name = ScienceBoost
}
EFFECT
{
name = RepBoost
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Miner
title = Miner
desc = Miners specialize in drill operation and also perform geology research.
EFFECT
{
name = DrillSkill
}
EFFECT
{
name = FundsBoost
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Technician
title = Technician
desc = Technicians can operate industrial colony equipment as well as perform geology research.
EFFECT
{
name = ConverterSkill
}
EFFECT
{
name = FundsBoost
}
EFFECT
{
name = ConstructionSkill
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Mechanic
title = Mechanic
desc = Mechanics can repair broken equipment as well as perform geology research.
EFFECT
{
name = RepairSkill
}
EFFECT
{
name = FundsBoost
}
EFFECT
{
name = ConstructionSkill
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Biologist
title = Biologist
desc = Biologists are essential for operating basic agriculture and cultivation modules. They can also perform scientific research.
EFFECT
{
name = BotanySkill
}
EFFECT
{
name = ScienceBoost
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Geologist
title = Geologist
desc = Geologists are able to operate bulk harvesters such as regolith sifters to extract valuable resources. They can also perform geology research.
EFFECT
{
name = GeologySkill
}
EFFECT
{
name = FundsBoost
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Farmer
title = Farmer
desc = More than just a botanist, farmers specialize in the more advanced, diversified food production required by advanced agriculture modules. They contribute to science, as well as Kolonization research.
EFFECT
{
name = AgronomySkill
}
EFFECT
{
name = ScienceBoost
}
EFFECT
{
name = RepBoost
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Medic
title = Medic
desc = Medical specialists can help keep your Kerbals healty and happy, as well as perform scientific and Kolonization research.
EFFECT
{
name = MedicalSkill
}
EFFECT
{
name = ScienceBoost
}
EFFECT
{
name = RepBoost
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Quartermaster
title = Quartermaster
desc = Quartermasters specialize in planet-wide logistics, and also contribute to Kolonization research.
EFFECT
{
name = LogisticsSkill
}
EFFECT
{
name = RepBoost
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
EXPERIENCE_TRAIT
{
name = Scout
title = Scout
desc = Scouts are the most inquisitive of Kerbal explorers, and what they lack in technical skills they more than make up for in their disregard for safety and tolerance for extremely adverse conditions.
EFFECT
{
name = ExplorerSkill
}
EFFECT
{
name = GeeForceTolerance
modifiers = 0.75, 0.75, 0.75, 0.75, 0.75
}
}
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