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And currently, I'm not certain I want to. With the upcoming unity/sprawl rework, a lot of what I do here seems to be wasted effort.
2. I'd say the pop scaling is probably too high in the current build, the ai can't research anything at all winding up far further behind in vanilla. I'd recommend any or a mix of the following. 1. Reduce the base pop sprawl, 2. Reduce the % gained from colonies/tier 1 (maybe 20/15/10/5 instead of current. 3. Add in a hard cap to the penalties (-90/80% gain seems fair). 4. Add a cheat for the ai (either vastly reduced scaling penalties, like a flat 5% pop scaling per world, or setting their penalty Cap to -50%
I've found something that does attenuate the problem, I'm working with it now.
You loaded this mod into an existing game?
Why would you do that?
This massively impacts balance, and frankly, there's nothing I plan to do about that. You shouldn't be loading new mods that change balance like that.
As for the 20k cap, I've looked, and it would appear there is no define for it. There's nowhere else it would reasonably be, so it probably doesn't exist.
Administrative Capacity: 20000
Empire Sprawl: 19384
This is after the mod was loaded:
Administrative Capacity: 12675
Empire Sprawl: 16763
This devalued all the work I had done with Administrative Parks and dedicated Administrative planets. With the mod loaded, all penalties were way over 1000%.
It does not look like this mod is working as intended. I still need to fix the 20000 admin cap problem but at this point I have no idea how to do that.
Hmmm, deposit not applying correctly, I'll have to check it out.
Campaigns and the Rare Resource Edicts scales with your sprawl, not your sprawl over cap.
The oversprawl effect should show up on any jobs that make it. It should also show up in the topbar, as a modifier on your tech production.
The colonies give 1 sprawl each and the modifiers for each colony increase that, right? I have 4 colonies and therefore 4 sprawl that is increased and decreased and results at 4.6 (or something). The modifier seem to be quite inconsequential as the base values are so low. Are the modifier supposed to also affect district sprawl or seomthing?
The pop modifier also work, although the AI had also several times +30% and i only got +20% even after upgrading the main building on a planet.
Love the incereased edict costs from the sprawl. Is it correct that campaigns (specifically the ones that are paid with food) only increase based on sprawl over cap?
How do i check if the oversprawl reduce tech and unity production? Does the modifier shows up in the according tooltips?