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I will however add some new features made possible by the 4.0 framework, which delays a full integration update for some time, if you want to play the mod during that time just use the steam beta branch to roll back to 3.9.
Theres a fleet interface button for invasion settings with details.
I've removed this restriction for the next patch since it doesnt make much sense either way as Gestalts can use the Market in Vanilla as well.
Effective Empire size is always below 1, it primarily punishes large empires and there is no means to reduce it beside trade value.
I don't understand how the effectiveness of the empire size works. It is always less than 1, as far as I can see, and the maximum empire size is only increased by the trade value of the empire?
I did just think of a more direct way of sourcing it, will fix momentarily.
Looking at this, the formula seems quite severe, especially regarding empire size.
However one thing that marks me is what looks to be a lack of effectiveness of Research Speed and Research Rigidity Dividers research, with themselves increasing Research Rigidity.
For example, at the start of the game, researching a Generic +research speed technology card for a branch typically does nothing, and then also damages the other branches' research speed. Same, but a bit worse for Research Rigidity reduction.
I feel like this trend keeps up all throughout the game, although to a lesser extent.
Is this design supposed to highlight the importance of the Research Fluidification edicts?
I'm not sure what to think of them, I usually have a bit of trouble to run them due to stockpile desintegration, although I suppose it would not truly be a problem were I a bit wider and thus with more income and storage (and empire size) and whatnot.
For example, i my case, my Total Empire Size is 636, my Functional Empire Size is 324, and thus my Effective Empire Size is 0.74.
However, the Empire Size used by the Rigidity formula is 0.54, which is not my Effective Empire Size.
On another note, it looks as though Populations are not counted anymore for Total Empire Size, only planets are.
Its in the "Country Storage" game concept, I'll move it into a more prominent position for easier visibility.
-I fixed the "Traditions Available" popup by increasing cost during the manual lockout period.
-Mod wasnt updated to 540 days at the time I wrote the message, it is now.
-Statecraft and Aptitude are from Paragon which is not integrated yet, I have disabled them now but I do not recommend using Paragons since I have not yet done any review of its code and how it integrates.
-You now get a country modifier which counts down the amount of Days until you can pick a new Tradition.
Thanks for your Feedback.
It serves as a component to calculate accessbility, seemingly based on resource income or stockpile, but is seems there isn't any description of the mechanics or calculations of this component.
I start a new game.
Right at the start it tells me "New Tradition Available".
Open traditions screen, select new tradition tree, in this case I am selecting Minerals.
Game still says "New Traditions Available" in the popup. As you start with enough unity for multiple unlocks,
Open tradition tree once more. Everything in the currently selected tree is greyed out. So open tradition selecting window, everything but Statecraft and Aptitude are greyed out.
Can unlock either or both fine and spend unity in either tree to make unlocks. But original tree remains greyed out.
The other trees than these two only open up after time has elapsed and you can unlock one part of the tree only, in the time period. (540 days but the message still says 900)
Leaving you locked into using these tree to get rid of the message.
Negative Income at gamestart is somewhat common with OMEGA since starting systems are highly randomized and economic costs/upkeep quite high.
In such a case, the Orbital Extraction System offers you the ability to specialize your production towards whatever resource is most needed at the moment.
I added an additional usage note on the mod main description based on your feedback since I realize this is very much not obvious to a new player.
Also, if you start on an "Alpine World" you will likely have pretty strong mineral deposits to exploit.
-On Traditions:
Traditions have a repicking cooldown of 900 Days (I lowered this to 540 just now since its a bit high) to prevent cheesy war related strategies.
The trigger fail display for this was not properly integrated on day 0(Fixed this) so you probably missed it, otherwise the time gating is shown when hovering the non-pickable tradition.
You will also get an automatic message when another tradition pick becomes available.
Its fixed in this updated, Use "Effect remove_country_flag = OMEGA_edict_technology_research_fluidification_lockout_flag" if you wanna remove it manually within an active save.
Ultimately thats a compromise I need to make to make the "Government Development" system operate cleanly.
Also, the modifier does only take the duration until the next yearly pulse which can be 1-12 months to apply, but colonies need an additional year for the "Next Cycle Access" to become usable.
This is because colony production depends on various "unknown" modifiers which are calculated during the yearly pulse, this forces me to either show inaccurate numbers for production values since I cannot predict exact economic dependencies of a complete cycle or split production into 2 parts, which is what i went with since I value legibility above immediate integration.
Yes, I checked, your confusion stems from the delayed modifier integration with colonial economy.
In previous iterations traditions provided only "Government Development" Modifiers which made the strongly delayed integration more obvious since they would get integrated with planets at the same time the yearly government calculation is performed, I added the mirroring normal modifier only later in development to soften scaling while giving more direct power.
I coooould theoretically add manual recalculation when a relevant tradition or ascension perk is picked but most modifiers already depend on custom integration during the yearly pulse for their actual impact.
Also, you may have noticed that your "Effective Unity Stockpile" does not decrease when picking a tradition since it only updates during the yearly pulse, this prevents meta strategy from needing to pick traditions very close to the yearly pulse to maximized power.
All seems very harsh that as a robot race I started at -80 mineral income with all planetary districts already full so no way to fix it.
Overall though looks like a very interesting mod and will keep trying top play it as each update for it comes out. Everything is very different.
I've been playing a bit more and starting to get a feel for Orbital Deposits and so on, which is pretty nice.
One thing I noticed is that Tech Fluidification seem to have a perpetual cooldown.
I don't know why that is, the timed flag shouldn't last very long at 0 days, but yet seems to be perpetual. Changing the value from a scipted_value reference to an actual 0 did the trick but that's still pretty weird.
Cant comment on a potentially disfunctional job access of energy, should be little more than a misplaced scope to fix since it was working previously.
Thanks again for your great Feedback, really helps me out.
For example the "Extreme Voltage" tradition pick did neither illustrate the increased access on the energy formula or in my bank account even after a year tick had passed
I've taken a peek at the code to try to correct it, and noticed there are a few references to is_homeworld = yes or some scoping to home_planet, thus preventing the starting planet to have some of these effects if they are not your home planet.
For example Life Seeded wound up retaining blockers, and changing is_homeworld for is_capital and home_planet to capital_scope fixed these among others.
Although it has not helped with my main species being replaced, I'm not sure why that is.
-On Resource Exhaustion:
Yes, I am hoping to flatten economic growth potential somewhat to prevent runaway power explosions by the leading empires.
Comparatively, colonial deposits are generally smaller in their total empirewide volume relative to orbital(system) deposits.
Colonial deposits are easier to exploit thanks to the atmosphere an whatnot, exhausting rather quickly, while orbital deposits, being harder to exploit and larger in total volume will allow more production longterm with a steeper investment curve.
Remember to ascend your systems for improved longterm gain of stable development.
-On Orbital Districts:
"Input" for "Systems" is created by the "Orbital District", it represents the classic sci-fi spaceport deepspace export economy, I suppose I will make this visually clearer in some way to avoid confusion.
"Orbital Districts" also increase the colonies "Trade Value" so you should always build at least 1 to maintain connection of the local economy with your empires trade network.
-On Governors:
I definitely set their Base Skill Level scaling too low, my head was somewhere else at the time, will fix.
-On Crime:
You have a keen eye, the current Crime Formula was finalized when planets had vastly lower Input Economy, creating a bit too much Crime, I will take a look at it in the next update.
Functionally speaking, Crime is supposed to always exist, since it is reduced by "Colonial Fortification" which suffers NO decay beside "Crimefighting" demands, it will eventually shrink to manageable levels on even the most prosperous planet as long as hostile "Orbital Bombardment" action is avoided, this should take a long time though and "Crime" itself is not that dangerous to planets in terms of modifiers, also vanilla events for it have been disabled so dont worry about going beyond 50%.
How to combat crime? Been struggling a lot despite putting what i feel like is a lot of time into making garrisons to reduce it, but to no avail past a certain point.
About Orbital Districts, what exactly do they produce? From the icon I believe it might be Degradable Orbital thingy, but I'm not sure since it's not mentioned anywhere else.
What grants the "Input" stat for System Deposit?
And also about leaders, it seems like Governors' colony skills are seldom worth anything, for example with a level 15 Governor granting about 1.5% boosts in a few categories.
I've quite liked playing with it, but it does also feel very tough with resource exhaustion reducing income over time alongside soft resource caps making you lose resources if you have too much, meaning you're usually on a timer to get things done (I didn't really realise that last game lol).
Ty for the kind words.
I always wanted to design a space 4x but its kinda impossible to do by yourself so I am very happy with the Tools Paradox provides me with despite their oddities.
I hope you've not gone insane, mate - takes a special kind of person to do that, espc. seeing the inherent beautiful yet disastrous jank of Stellaris coding.
It looks beautiful, but due to my reliance and current considerations (modmaking), I can't test it out.
All around, amazing work. This may be the type of mod to get PDX interested.
I also wanted to mention that you may not have seen the priority system regarding "Orbital Extraction", by default at gamestart your country will have very low "25-50%" priority in research and "100-200%" priority for basic resources to prevent early economic collapse.
Once your early game economy is stable you can adjust research priority by a few hundred percent and get many hundred additional points from Income.
The button for this is at the very bottom of the slider on the left of your screen.
Early game research will return in full once I've stabilized population growth patterns and tinkered with Rigidity + added some special integration with Zro/Living_Metal/Nanites.
The current slow early teching is caused by my expectation of economic growth to be a bit more explosive within the next few patches, passively improving ability to research without changing too much about the research system itself.
On Research:
Research progression, I admit, is still somewhat incongruent due to various scaling considerations.
In response to your concerns I halved all point cost for live so you wont be stuck as much in the early game, still, since OMEGA does away with all Economy critical Technology Unlocks you do not actually need to research any cards in the early game, with dynamic production alignments you can forego any and all technological development during the first 25 years and focus entirely on expansion.
Research is meant to primarly benefit your country during the Mid and Late Game when worlds are settled and borders are static.
I realize this was not communicated clearly enough so I added an additional description to "Technical Information".
Basically, stockpiling resources improves their availability to the countries economic planners, in the case of "Influence", all of its production is entirely dependent on the Size of your current "Unity" Stockpile.
If you want to increase your influence production you will have to not spend any Unity for some time, as your Stockpile grows it will naturally generate an increasing amount of Influence.
And do not employ too many leaders, their influence upkeep rises exponentially, also upgraded starbases are quite expensive influence wise.