Stellaris

Stellaris

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Balance Apocalypse
   
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23 Feb, 2018 @ 3:19pm
27 May, 2018 @ 9:28pm
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Balance Apocalypse

In 2 collections by Sumrex
SUM - Balancing Collection
4 items
Stellaris Mechanics Mods
88 items
Description
I will most likely not update this specific mod to 2.2, I do not recommend using it with 2.2 because most of the calculations have changed in vanilla so you may find weird values with things. I will be making replacement mods to do the things that this mod does in better and more modular ways.
This will stay here for those of you still playing 2.1

Current Supported Version: 2.1.0

Current Mod Version: 1.0

A massive amount of balancing changes to make 2.0 a more enjoyable and balanced experience. This is tailored to my modding experience so it does assume that you have some extra tradition mods, trait mods, galaxy sizes, etc.

Changes:

*Slider for Tech/Tradition Cost was changed for more precision and a lower minimum
*FTL Inhibitors have a larger range so as to fairly effectively trap an entire system (this should allow for more bottlenecks and "fortress systems" if you will)
*Ship speed was increased by about 30%
*Construction speed was increased by 25%
*Survey speed was increased by 25%
*Base survey time was decreased by about 20% (Due to the sheer amount of surveying and outpost contstructing, the times were decreased for convenience)
*War exhaustion was heavily reduced in all categories
*War exhaustion stops passive growth at 50%
*War exhaustion from units stops at 75%
*Policy change cooldown was decreased heavily from 10 to 3 years (this really did not need to exist)
*Federation leadership rotation was decreased from 10 to 5 years (federation rotation never felt like it happened often enough)
*Truces have been greatly decreased to 5 years (this allows more frequent small skirmishes)
*Core worlds now start with 7 armies instead of 5 (your capital should be much better at defending itself right off the bat)
*The cap to bombardment damage from fleet size was doubled
*The base combat width of a planet was doubled
*Draining sector resources costs 50 influence now
*Tradition cost scaling was slightly decreased
*Minimum and maximum values on trade deals were greatly expanded (deals now from 3 to 50 years)
*Declining a peace offer only costs influence when 75% or more now
*Subject Integration only requires 5 years instead of 10 to begin
*Subject integrations costs significantly less, especially per pop (now small/tall empires are easier to integrate)
*Hard cap to starbases was doubled (now 100)
*You now start with 5 starbase slots instead of 3
*Unrest modifiers are now more balanced, happiness now is equal to unhappiness (an unhappy pop is cancelled out by an equally happy pop now)
*Happiness and unrest now has lower effects per pop
*Core systems increased to 6 from 3 (since planets are less valuable and destructable you will want to have more in your core system)
*Sector cap is now 3
*Happiness modifiers involving slavery were significantly reduced in time
*Consumer goods cost was reduced by 30% (this will free up the now scarce mineral supply)
*The recently conquered happiness modifier was significantly reduced in time
*Colony maintenance cost was reduced from 8 to 5 (this will allow faster expansion and reaching the core cap)
*Starting resources were increased (this allows more starbases early on, to make expansion less tedious)
*Your empire now starts with unity, and will unlock its first tradition very quickly
*Outposts were reduced in cost from 75 to 50 (influence is so scarce earlygame that expanding is a chore and only requires waiting instead of any strategy)
*Reduced the cost of claims, but increased the relative value of starbases and colonies
8 Comments
=7Cav=Burgundy 27 Feb, 2018 @ 2:50pm 
I noticed that since war exhaustion from units and passive was capped, that a lot of wars effectively go on forever, as neither empire can knock out the other fully, preventing either side from forcing a surrender, but because attrition never reaches 100% the war never ends in status quo. Maybe you should uncap passive attrition growth, but drasticly reduce its growth to allow for wars to eventually reach a point where the populace is tired of fighting for nothing.
Sumrex  [author] 24 Feb, 2018 @ 5:18am 
@Azerik I could split it up at some point, I don't have time atm but it can definitely be something I do

@Kepos It's definitely possible that it's overcompensating, I've barely gotten to test it. It also has balancing that I wanted pre-apocolypse. The theory is that the bad balancing in apocolypse is fixed here, and the really good parts can shine now.
Kepos 24 Feb, 2018 @ 3:01am 
Wow, first mod to return gameplay to 1.9? Not sure if it isn't over-balancing a bit...
Azerik 23 Feb, 2018 @ 11:16pm 
Hey any chance you could split this up into smaller mods? I like some of this stuff, but it does so much, and would conflict with other balancing mods. For example, splitting all the construction and survey balances to one mod, everything related to starbases to another, war exhaustion be it's own thing, and the policy/war/federation timers to it's own mod.
Atrion 23 Feb, 2018 @ 8:43pm 
Thanks man your mod is really interesting.
Sumrex  [author] 23 Feb, 2018 @ 8:35pm 
I had uploaded this quickly and didn't have time to add details, there are some now, however!
Eddington 23 Feb, 2018 @ 7:27pm 
No details?
Atrion 23 Feb, 2018 @ 4:15pm 
Could explain what kind of changes your mod adds?.