Stellaris

Stellaris

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elk_tall [EOL]
   
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2.292 MB
7 Jun, 2022 @ 1:56pm
7 Jun, 2022 @ 3:54pm
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elk_tall [EOL]

Description
OUTTDATED, revamped version has been released seperately

This is my my take on tall play in Stellaris. It revolves around two new civics that rebalance empire size, improved ecumenopolis planets and generally playing off a small amount of colonies and systems.

I appreciate any feedback, especially regarding the balance.



### general features (affecting all empires)

- Arcology Project Planetary Decision can be enacted under the same conditions as the Restore Ecumenopolis Planetary Decision on Relic Worlds
- New Commerce Arcology ecumenopolis district, adding clerk and merchant jobs (improved by Mercantile traditions)
- Ecumenopolis planet designation now also increases Commerce Arcology build speed
- New Reclamation Engineer job, providing minerals and rare resources on Ecumenopolis planets
- Mineral Purification Plants provide Reclamation Engineer jobs / increase their output on Ecumenopolis planets
- Mining Subsidies edict also affects Reclamation Engineers



### tall play features (affecting only empires with one of the new civics)

new civics: Territorial Optimization / Corporate Efficiency
- Removes empire size from pops, increases empire size from districts, colonies and systems. raises penalty thereshold but also increases penalty effect
- Ecumenopolis districts can add partial district slots, making them scale in size (planetary decision)
- Replaces Expansion tradition tree, changes Domination + Harmony tradition completion rewards
- Increases research output, unity output and pop growth speed
- The Megacorp variant also increases empire size from Branch Offices

Tradition replacements for empires with T.O. / C.E. civics
Expansion tree
- Adoption: Reduced planetary construction cost
- Pop Consumer Goods upkeep reduced
- Unlock Edict: increase decision enactment speed, increase planetary build speed (Influence upkeep)
- Rural districts provide an additional job
- Capital and Ecumenopolis planetary designations provide additional pop growth speed
- Orbital Ring Habitation modules provide an additional district slot
- Completion: Unlocks Ecumenopolis Planetary Decisions: Planetary Expansion + Project Atlas
Domination tree
- Completion: reduced Empire Size effect
Harmony tree
- Completion: reduced Empire Size effect
Mercantile tree
- Also provides additional Merchant jobs for Commerce Arcologies

New Planetary Decision: Planetary Expansion
- Requires T.O. or C.E. civics, all 3 Terraforming techs, completed Expansion traditions
- Requires medium amount of resources, influence and time
- Causes the planet to scale in district capacity, based on already built districts
- Bonus to pop growth speed, reduces available housing
- Provides 1 Soldier job per 20 pops

New Planetary Decision: Project Atlas
- Can only be enacted ONCE
- Requires T.O. or C.E. civics, all 3 Terraforming techs + Mega-Engineering tech, completed Expansion traditions, completed Planetary Expansion Decision
- Requires large amount of resources, influence and time
- Increases planet size of an Ecumenopolis by 20
- Bonus to pop growth speed, further reduces available housing
- Provides 1 Reclamation Engineer job per 20 pops



Image Descriptions, in order:

- Title Image
- New Civics
- A maxed out Ecumenopolis in year 2500
- Available jobs and pop growth speed on the planet
- Commerce Arcology (with mercantile traditions and planet scaling), also details on the Mineral Purification Hub / Reclamation Engineer job
- Replaced Expansion Traditions
- Expansion Traditions in detail
- Example Outliner in year 2500, showing all Colonies i held during that game

12 Comments
e1k3  [author] 12 Jun, 2022 @ 2:35pm 
@Livnthedream
well lets agree to disagree then. not even sure why you bother commenting here in the first place anyway, since you obviously neither have played the mod nor are you interested in the concept. whats your goal here? you want me to delete the mod, admitting under tears that you were oh so right? you have this rigid idea of what you think tall should be, i disagree. lets leave it at that

have a nice evening
Livnthedream 12 Jun, 2022 @ 1:25pm 
@e1k3 I read your reply. I think you have deliberately missed the forest for the trees as what you *want* those things to do, don't actually do.

Let's try this from a different tack. The point of "tall" is to be a challenging playstyle. You are buffing it to the point that it's superior to Wide. You are effectively removing the playstyle by doing so.
e1k3  [author] 12 Jun, 2022 @ 7:03am 
@Livnthedream did you read my reply at all?

i fell you still havent understood that this mod does not do any game wide changes for the most part. wide still has the regular empire size formula. they are still limited in the way you keep suggesting. only if you pick one of the civics before game start you will be subject to the tall changes.
Livnthedream 12 Jun, 2022 @ 6:54am 
@PurplPanda TIL "Interesting and fun" means overpowered. Tall is supposed to be "weaker", It has less room to make mistakes and takes more time to snowball. The balance changes Paradox made were to keep it viable, not attempt to put them on par. The "tall gets science" is total bs, because everything is downstream from pops, and wide has more of them. Which is why pops absolutely need to add to Empire size. It lowers the efficiency of tech so Wide doesn't just efficiency it to death.
e1k3  [author] 12 Jun, 2022 @ 6:43am 
@PurplPanda
thank you for the kind words, very much appreciated! If you have any questions or issues dont hesitate to let me know :)
PurplPanda 10 Jun, 2022 @ 11:29am 
This is such a great mod. It's not a balance mod, like the other commenter suggested, but a way to make a tall empire more interesting and fun, and honestly, that doesn't need to be perfectly balanced. The research buff definitely makes a lot of sense, as you tend to be rather limited by building slots, and it gives tall a tech advantage. I feel like paradox itself is trying to make wide the playstyle for sheer alloys and mineral printing, with things like subterranean, and tall a more viable research-focused thing, where you can produce a lot with very little.
e1k3  [author] 9 Jun, 2022 @ 11:42am 
@Livnthedream
i wrote a detailed reply too long for a steam comment, detailing my thought processes on most of your points. please refer to this image:

https://imgur.com/a/BNgVlEY
Livnthedream 9 Jun, 2022 @ 10:39am 
>directly rewards you

No it doesn't. Territory doesn't give you power. Pops do. You only go for territory in order to be able to generate pops. Pops being a significant increase to empire size *is* your balance mechanism. What you have designed isn't a "reward", it's an excuse to give you free power by exploiting other sources of pops.

As for the rest, that wasn't rude. It is basic noob mistake territory. You are throwing a boatload of modifiers in ways that make little to no actual sense. Why the tech boost when you don't have any of the tech cost? Why would Tall get free tech? How do you figure .6 pop growth per planet is supposed to compete with 3-4.5 in a typical empire? Why are you buffing Clerks when they are objectively terrible? Even with your buff.
e1k3  [author] 9 Jun, 2022 @ 9:53am 
i have it loaded last in my mod set, but i also dont use many other mods besides visual / ui changes.
i can also provide you with a full list of which files i made changes to, if that helps.

i also hear irony mod manager is very helpful in finding and solving mod conflicts.
pkss21 9 Jun, 2022 @ 6:24am 
Definitely going to give this a try. Any known compatibility issues with other mods or load order recommendations?