Stellaris

Stellaris

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[OBSOLETE] Deficit Penalties - Reasonable Reductions [3.2]
   
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3 Oct, 2021 @ 9:14am
22 Nov, 2021 @ 2:15pm
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[OBSOLETE] Deficit Penalties - Reasonable Reductions [3.2]

Description
Version 3.2.*

In vanilla Stellaris, penalties don't scale with the size of resource deficits. Missing 1 food or 1000 has the same effect, making tiny oversights punishing and sweeping structural problems broadly ignorable.

This mod makes them scale with the size of the deficit. For example:
  • If you have an income of 100 food, but consume 150, you'll get a 33% reduction in population growth rate.
  • If you have an income of 500 minerals, but consume 550, you'll get a 10% reduction in alloy and consumer goods production.
The effect of the shortage can be seen in your "Empire Modifiers" list.

This should make it much harder to have sudden economic collapses triggered by a single, small shortfall, and hopefully help the AI recover from shortages better.

Details:
At a 100% deficit (unreachable unless you have no income!), the penalties are:
  • Energy: -100% mineral production, ship damage & shield strength, army damage, -100 spy network levels.
  • Minerals: -100% alloy & consumer goods production, lithoid growth, -50% lithoid happiness.
  • Food: -100% bio pop growth & assembly rate, -50% bio pop happiness.
  • Alloys: -100% ship armour & fire rate, robot assembly rate.
  • Consumer Goods: -100% research & unity production, -50% happiness.
  • Exotic Gases, Rare Crystals, Volatile Motes: -25% output from pops.
These are based on the vanilla deficit penalties, to keep things simple.

FAQ:
Can I still do the 'buy 1 unit from the market just before the end of the month' trick to avoid the effects of a deficit?
Yes, though given the penalty is no longer as harsh for small deficits, it's probably not worth your time.
Does this account for catalytic production empires?
Yes! You'll see a slightly weird modifier that seems to add a flat amount of alloys as well as one that removes a %age amount, because of the way Paradox have implemented deficit penalties for the job, but it works.

My other mods:
If you like this, you might also like:

Artwork credit Alexander Dudar[alexd9.cgsociety.org]
12 Comments
米卡 14 Jan, 2022 @ 8:25am 
It would have been better if the punishment had changed with the form of government
For example, empires may need more alloys (to demonstrate force), and the lack of alloys will cause a greater crisis in military empires
Similarly, democracies often need to supply the population with more consumer goods, and the penalties for lack of consumer goods can be appropriately increased
you can also complete the legal and policy system, now the game allows only adjustments to consumer goods, which are not very reasonable(translated by app)
米卡 14 Jan, 2022 @ 8:23am 
如果惩罚随政体变化就更好了
例如帝国可能需要更多合金(以彰显武力),缺少合金将在军事帝国引发更大危机
同样,民主制国家通常需要供给民众更多消费品,缺少消费品的惩罚可以适当增加
还可以补充法令和政策系统,现在的物种系统只允许调整消费品其实不怎么合理
米卡 14 Jan, 2022 @ 8:20am 
GOOD JOBBBBBB!!
你干得好啊
Wilmfe23 10 Oct, 2021 @ 10:32am 
One thing I hope you'll add is that the penalty is cumulative. Meaning the first month nothing happens except maybe a slight reduction in overall happiness. Then more reduction and a slight hit to production, then more and more and more until eventually productivity shuts down completely. Also having 1 month be fine doesn't immediately fix it. That it's like a tier system and just as you build up tiers you need to build down.
Peter34 10 Oct, 2021 @ 6:17am 
So it is... oops!
Toaster  [author] 9 Oct, 2021 @ 1:17pm 
That’s in the FAQ!
Peter34 8 Oct, 2021 @ 11:42pm 
Just to check: This mod does nothing to fix the Catalytic exploit?
Peter34 5 Oct, 2021 @ 9:16pm 
I think such a mod would be super popular, especially if it also benefits the AI.
Toaster  [author] 5 Oct, 2021 @ 7:12am 
@Peter34: Stellaris runs monthly scripts on the first day of a month, *after* income comes in. So if you were at the cap, spent 1000 minerals, then *earnt* 1000 minerals and hit the cap again, the mod wouldn't easily be able to tell if you'd spent it all (so shouldn't get paid) or not spent any (so should get the whole lot).

You can run extra scripts to check each empire's stockpile value for each resource on the day before the end of the month, and compare to their income, but that's a lot heavier weight than this mod's scripts. I can look into it though.
Peter34 4 Oct, 2021 @ 7:04pm 
Would it be possible for you to make a mod that auto-sells resources in excess of stockpile capacity on the Galactic Market?