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I don't even use this mod, it makes the game too easy. I would like to balance it, but, if I do, it has to be incremental. I like what youre suggesting, and if we can figure out how to roll out changes that are very mild it might be better.
I agree that given the fiery nature that incremental is best, you don't want a riot on your hands. ;)
STRATEGIC RESOURCES
I looked at base strategic resources and gas is the most used for buildings, motes and crystals are about tied about 20% below gas. Although crystals arguably are the least used. I listed and alternative which has the same effective cost (if people needed to buy from the market or trade to get it) using more strategic resources than money. I think it would make the building seem more valuable and special.
Maintenance for Level 2 buildings cost about one resource, level 3 two resources and level 4 four resources. and build cost is 50x that. So extrapolating and massaging the numbers I plugged them in below.
To that end I'd suggest starting with (of course these are just suggestions);
STAGE I
--) CLERK JOBS
From 3/6/9/12 to 2/4/6/8
--) MANAGER JOBS (if you like them, then replace the unusual researcher jobs)
From researcher 1/2/3/4 to manager 1/2/4/5
--) BUILDING REQ Enforce the building pop requirements, this shouldn't cause an uproar but it's also needlessly overpowering and a bit different than normal.
--) BUILDING TIMES
From 125/240/340/400 to 200/300/400/600
--) COST
From energy 40/160/320/640 to unity 20/120/240/640
From mineral 200/400/600/800 to mineral 250/500/700/1200
From exotic gas 0/0/4/8 to exotic gas 0/5/10/20
From nothing to motes 0/5/10/20
From nothing to crystals 0/5/10/20
--) UPKEEP
From energy 4/16/32/64 to energy 1/2/4/8
From nothing to unity 5/10/20/80
From exotic gas 0/0/2/4 to exotic gas 0/1/2/3
From nothing to motes 0/1/1/2
From nothing to crystals 0/1/1/2
--) ADMIN CAP
Keep in mind the manager jobs would add extra admin cap of 2/4/6/8/10
From 4/16/32/64 to 4/10/20/40 (w/ managers it's 6/14/28/50)
--) HEARTS & MINDS
amenities -1/-2/-4/-5 & stability +1/+1/+2/+3
x) Fix the starbase admin cap bonuses to be on a single line (though I haven't found how to do that myself).
y) Adding a bonus to empire cohesion, which offhand I can't find the modifier for but it surely must be possible. Although I think this is a good way to give a boost early game that's balanced I was actually surprised at how many people seem to want this since they play on high connectivity maps. A lot more people will end up using the mod for that reason I think.
z) ASCENSION PERKS
Imperial Perogative, has been effectively become heavily nerfed, either leave it as it is or perhaps add a bonus to manager jobs (eg +3 admin cap per job instead of +2 is pretty good but not insane). Also let's face it, die-hards of the mods concept either already take the perk or because it's not relevant anymore by mid-game don't- and then would love and extra bonus and it'll keep with their theme and play style to take it making is worthwhile.
STAGE II
--) CLERK JOBS
From 3/6/9/12 to 2/3/5/7
--) BUILDING TIMES
From 125/240/340/400 to 300/400/550/750
--) COST
From energy 40/160/320/640 to unity 20/80/200/640
From mineral 200/400/600/800 to mineral 250/500/850/1500
From exotic gas 0/0/4/8 to exotic gas 0/15/25/50
From nothing to motes 0/15/25/50
From nothing to crystals 0/15/25/50
--) UPKEEP
From energy 4/16/32/64 to energy 1/2/4/8
From nothing to unity 5/10/30/120
From exotic gas 0/0/2/4 to exotic gas 0/1/2/3
From nothing to motes 0/1/2/2
From nothing to crystals 0/1/2/2
--) ADMIN CAP
From 4/16/32/64 to 4/8/18/36 (w/ managers it's 6/12/26/46)
From 4/16/32/64 to 4/8/16/32 (w/ managers it's 6/12/24/42)
--) HEARTS & MINDS
amenities -2/-4/-8/-15 & stability +1/+2/+3/+4
STAGE III
--) CLERK JOBS
From 3/6/9/12 to 1/2/4/5
--) BUILDING TIMES
From 125/240/340/400 to 360/400/675/900
--) COST
From energy 40/160/320/640 to unity 20/40/160/640
From mineral 200/400/600/800 to mineral 250/500/1000/2000
From exotic gas 0/0/4/8 to exotic gas 0/25/50/75
From nothing to motes 0/25/50/75
From nothing to crystals 0/25/50/75
--) UPKEEP
From energy 4/16/32/64 to energy 1/2/4/8
From nothing to unity 5/10/40/160
From exotic gas 0/0/2/4 to exotic gas 0/1/2/3
From nothing to motes 0/1/2/3
From nothing to crystals 0/1/2/3
--) ADMIN CAP
From 4/16/32/64 to 4/8/16/32 (w/ managers it's 6/12/24/42)
--) HEARTS & MINDS
amenities -3/-6/-12/-15 & stability +1/+2/+4/+5
***
So Admn Cap is nerfed, but honestly, it's not a huge nerf and likely will still require more nerfing, however after implementing these changes in three stages and asking users honestly if the changes are too much of a nerf. If people just want to ignore admin cap there are 100's of mods out there that effectively shut it off. Your mod has a nice system on making choices to deal with admin cap, the choices are interesting, they shouldn't be a way to completely ignore admin cap for no reason since there's other ways to do that.
Manager random fake code since I haven't used it before;
admincap_manager = {
category = ruler
condition_string = RULER_JOB_TRIGGER
building_icon = building_admin_base_fd34a3dcef054afc8096415bd91013f0
clothes_texture_index = 4
possible = {
ruler_job_check_trigger = yes
}
resources = {
category = planet_manager
produces = {
country_admin_cap_add = 2 #works for a living
amenities = 1 #comfy waiting room chairs
}
upkeep = {
energy = 1 #lotsa bribes
consumergood = 1 #gold-plated pencils
food = 1 #caviar is expensive
}
}
untested code bits with some fake code because I've got to do errands and lack time ;)
-kept building off habitats, put building location at top
-increase chances to build on capital and major planets
-decrease chance to build otherwise
-don't build multiples at once
-don't build useless
building_admin_base_fd34a3dcef054afc8096415bd91013f0 = {
base_buildtime = 360
# base_buildtime = 145
base_cap_amount = 1
add_to_first_building_slot = yes
category = government
potential = {
exists = owner
NOT = { is_planet_class = pc_habitat }
NOT = { has_modifier = resort_colony }
NOT = { has_modifier = slave_colony }
}
allow = {
has_upgraded_capital = yes
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_gestalt = no }
}
modifier = {
job_clerk_add = 1
job_admincap_manager_add = 1
}
}
////////////
prerequisites = { "tech_building_admin_base_fd34a3dcef054afc8096415bd91013f0" }
ai_weight = {
weight = 1.0
modifier = {
factor = 5.0
OR = {
is_capital = yes
is_planet_class = pc_city
is_planet_class = pc_ringworld_habitable
}
}
modifier = {
factor = 0.1 # Slows building multiples to check for issues
owner = {
any_owned_planet = {
has_building_construction = building_admin_base_fd34a3dcef054afc8096415bd91013f0
}
}
}
modifier = {
factor = 10 #completely madeup to increase likelihood to build if neg admin
owner = {
has_admincap_negative = {
resource = admincap
value < -50
}
modifier = {
factor = 0 #completely madeup to decrease likelihood to build if pos admin
owner = {
has_admincap_postivie = {
resource = admincap
value > 0
}
tech_building_admin_base_fd34a3dcef054afc8096415bd91013f0 = {
cost = @tier1cost1
area = society
tier = 1
category = { new_worlds }
prerequisites = { "tech_planetary_unification" }
weight = @tier1weight3
modifier = {
country_admin_cap_add = 5
}
weight_modifier = {
modifier = {
factor = 0.1
NOT = { years_passed > 10 }
}
modifier = {
factor = 1.5
years_passed > 20
}
modifier = {
factor = 2
any_neighbor_country = {
has_technology = tech_building_admin_base_fd34a3dcef054afc8096415bd91013f0
}
}
modifier = {
factor = 0
num_owned_planets < 3
}
modifier = {
factor = 2
num_owned_planets > 3
}
modifier = {
factor = 2
num_owned_planets > 6
}
modifier = {
factor = 2
num_owned_planets > 9
}
modifier = {
factor = 0.75 # 75% if the empire does not have any of the following ethics.
NOR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
modifier = {
factor = 1.25 # +25% if the empire has both ethics.
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
OR = {
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic authoritarian.
has_ethic = ethic_fanatic_authoritarian
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic militarist.
has_ethic = ethic_fanatic_militarist
}
modifier = {
factor = 1.25
has_tradition = tr_expansion_adopt
}
modifier = {
factor = 3.75
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
ai_weight = {
weight = 10
factor = 5 #scaling
modifier = {
factor = 100
has_technology = tech_colonial_bureaucracy
}
factor = 5
modifier = {
factor = 2
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
}
tech_building_admin_upgrade_698418100b80455aadbdc33b0663b285 = {
cost = @tier2cost2
area = society
tier = 2
category = { new_worlds }
prerequisites = { "tech_colonial_bureaucracy" "tech_building_admin_base_fd34a3dcef054afc8096415bd91013f0" }
weight = @tier2weight2
modifier = {
country_admin_cap_add = 5
}
weight_modifier = {
modifier = {
factor = 0.1
NOT = { years_passed > 20 }
}
modifier = {
factor = 1.5
years_passed > 40
}
modifier = {
factor = 2
any_neighbor_country = {
has_technology = tech_building_admin_upgrade_698418100b80455aadbdc33b0663b285
}
}
modifier = {
factor = 0
num_owned_planets < 3
}
modifier = {
factor = 1.75
num_owned_planets > 3
}
modifier = {
factor = 1.75
num_owned_planets > 6
}
modifier = {
factor = 1.75
num_owned_planets > 9
}
modifier = {
factor = 0.75 # 75% if the empire does not have any of the following ethics.
NOR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
modifier = {
factor = 1.25 # +25% if the empire has both ethics.
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
OR = {
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic authoritarian.
has_ethic = ethic_fanatic_authoritarian
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic militarist.
has_ethic = ethic_fanatic_militarist
}
modifier = {
factor = 1.25
has_tradition = tr_expansion_adopt
}
modifier = {
factor = 3.75
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
ai_weight = {
weight = 10
factor = 5 #scaling
modifier = {
factor = 100
has_technology = tech_colonial_centralization
}
factor = 5
modifier = {
factor = 2
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
}
tech_building_admin_upgrade_2_e6e714350561429ca8496c74d68eede0 = {
cost = @tier3cost2
area = society
tier = 3
category = { new_worlds }
prerequisites = { "tech_colonial_centralization" "tech_building_admin_upgrade_698418100b80455aadbdc33b0663b285" }
weight = @tier3weight1
modifier = {
country_admin_cap_add = 5
}
weight_modifier = {
modifier = {
factor = 0.1
NOT = { years_passed > 40 }
}
modifier = {
factor = 1.5
years_passed > 80
}
modifier = {
factor = 2
any_neighbor_country = {
has_technology = tech_building_admin_upgrade_2_e6e714350561429ca8496c74d68eede0
}
}
modifier = {
factor = 0
num_owned_planets < 3
}
modifier = {
factor = 1.5
num_owned_planets > 3
}
modifier = {
factor = 1.5
num_owned_planets > 6
}
modifier = {
factor = 1.5
num_owned_planets > 9
}
modifier = {
factor = 0.75 # 75% if the empire does not have any of the following ethics.
NOR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
modifier = {
factor = 1.25 # +25% if the empire has both ethics.
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
OR = {
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic authoritarian.
has_ethic = ethic_fanatic_authoritarian
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic militarist.
has_ethic = ethic_fanatic_militarist
}
modifier = {
factor = 1.25
has_tradition = tr_expansion_adopt
}
modifier = {
factor = 3.75
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
ai_weight = {
weight = 10
factor = 5 #scaling
modifier = {
factor = 100
has_technology = tech_galactic_bureaucracy
}
factor = 5
modifier = {
factor = 2
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
}
tech_building_admin_upgrade_3_dc7cbd9df41746669e9d763e9abf84f1 = {
cost = @tier4cost3
area = society
tier = 4
category = { new_worlds }
prerequisites = { "tech_galactic_bureaucracy" "tech_building_admin_upgrade_2_e6e714350561429ca8496c74d68eede0" }
weight = @tier4weight1
is_rare = yes
modifier = {
country_admin_cap_add = 5
}
weight_modifier = {
modifier = {
factor = 0.1
NOT = { years_passed > 80 }
}
modifier = {
factor = 1.5
years_passed > 160
}
modifier = {
factor = 2
any_neighbor_country = {
has_technology = tech_building_admin_upgrade_2_e6e714350561429ca8496c74d68eede0
}
}
modifier = {
factor = 0
num_owned_planets < 3
}
modifier = {
factor = 1.25
num_owned_planets > 3
}
modifier = {
factor = 1.25
num_owned_planets > 6
}
modifier = {
factor = 1.25
num_owned_planets > 9
}
modifier = {
factor = 0.75 # 75% if the empire does not have any of the following ethics.
NOR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
modifier = {
factor = 1.25 # +25% if the empire has both ethics.
AND = {
OR = {
has_ethic = ethic_authoritarian
has_ethic = ethic_fanatic_authoritarian
}
OR = {
has_ethic = ethic_militarist
has_ethic = ethic_fanatic_militarist
}
}
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic authoritarian.
has_ethic = ethic_fanatic_authoritarian
}
modifier = {
factor = 1.125 # +12.5% if the empire is fanatic militarist.
has_ethic = ethic_fanatic_militarist
}
modifier = {
factor = 1.25
has_tradition = tr_expansion_adopt
}
modifier = {
factor = 3.75
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
ai_weight = {
weight = 10
factor = 5 #scaling
modifier = {
factor = 100
has_technology = tech_galactic_bureaucracy
}
factor = 5
modifier = {
factor = 2
research_leader = {
area = society
has_trait = "leader_trait_expertise_new_worlds"
}
}
}
}
Still haven't seen the AI doing a lot of research and building but I've tweaked it to be more likely to do research, especially if neighbours have it.