Stellaris
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Cherryh Influence
   
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942.000 B
2018年2月24日 16時18分
2018年3月31日 7時37分
2 項目の変更履歴 ( 表示 )

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Cherryh Influence

解説
My biggest issue with Cherryh was that when you enter lategame, it becomes an even bigger waiting slogfest than pre-2.0 was. Instead of getting 4-5 planets every 10 years per empire, you are now forced to wait as your influence climbs high enough to allow you to claim 1 or 2 systems every 10 years - globally.

My first game i was sitting with larger fleet than anyone else in the galaxy, thousands of minerals and energy income, plenty of empires to conquer, and no way to put claims because influence gain was so miserably low. Even with multiple researches, i felt that it essentially turned lategame into a snoozefest, where you watch a movie for 30 minutes until you have enough influence to make some claims, go do war, then continue watching movie.

Anyways, sorry for the rant. This mod is supposed to change that.

THIS MOD ADDS A BUILDING FOR YOUR STARBASES, THAT REQUIRES MAX TIER STARBASE, AND PROVIDES 0.3 INFLUENCE INCOME.

This way the mod does not affect early game, where balancing influence is an important strategy, but does allow you to get significantly more influence for claims etc in the lategame should you desire it - for every maxed out starbase you have, you can have +0.3 influence.


This mod should be compatible with all other mods.


And yes, this is a placeholder icon :P
人気スレッド 全て表示 (1)
0
2019年1月12日 6時16分
How to get your orig mod back
sealjo
38 件のコメント
CaptainCrunch 2021年5月27日 11時23分 
Is this compatible with the current version of the game?
Argresh 2020年4月2日 18時42分 
Just wondering if this is compatible with 2.6? I'm with ya on the whole snoozefest opinion, but couldn't find any good, compatible mods for 2.6 that are similar.
Critical Thinking 2019年2月1日 0時18分 
@Red Aria Did you update the mod? Is it working for the latest patch?
Red Aria  [作成者] 2019年1月12日 9時15分 
WIll check, thanks!
sealjo 2019年1月12日 6時26分 
Made a comment in the discussion thread on how to get your mod back. Wasn't allowed more than 1000 characters here so had to start a "Discussion"
Red Aria  [作成者] 2019年1月12日 4時34分 
Still trying to find original mod :P

I changed hard drives and forgot to back up this mod on my side. I can still retrive it kinda from Steam, but there's more steps involved. Im hoping to get this updated eventually, but no ETA yet.
sealjo 2019年1月12日 3時26分 
I know it hasn't been updated for almost a year but still wanted to say thanks. One of my 5 favorite mods that I use all the time in every single player game. The early game is fun anyway but this mod speeds up and makes the late game much more engaging and fast.

Red Aria  [作成者] 2019年1月7日 11時05分 
Having some issues retrieving original mod. Will update as soon as i fix it. Thank you for the solution btw!
HotaruSama 2019年1月6日 22時50分 
Here's the full changes that need to be made in the file to make it compatible with 2.2:

Global_Operations_Relay = {
icon = "GFX_starbase_command_center"
construction_days = 360
possible = {
custom_tooltip = {
fail_text = "requires_citadel"
has_starbase_size >= starbase_citadel
}
}
resources = {
category = starbase_buildings
cost = {
alloys = 250
}

produces = {
influence = 0.3
}

upkeep = {
energy = 5
}
}

ai_build_at_chokepoint = no
ai_build_outside_chokepoint = yes
ai_weight = {
weight = 100
}
}
This incorporates the changes posted by @Arc below along with changing the requirements so that it is only buildable in the max size starbase. The AI information, construction time, and icon remain unchanged from the previous version.

I've tested this by using console commands to force-rush a citadel in a new game and then proceeding to wait a month. The building is only buildable in a citadel and the income adjusts appropriately.
Arc 2018年12月28日 15時58分 
resources_produced seems to have been changed to just produces. Also the format of how you set cost/upkeep/production has changed to

resources = {
category = starbase_buildings
cost = {
alloys = 250
}

produces = {
influence = 0.3
}

upkeep = {
energy = 5
}
}