Star Ruler 2

Star Ruler 2

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Governmental Rebalance
   
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Content: Resources, Races
Type: Mod
File Size
Posted
Updated
19.437 KB
25 Mar, 2015 @ 11:13pm
26 May, 2016 @ 7:10pm
4 Change Notes ( view )

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Governmental Rebalance

Description
I felt that government choice didn't make enough impact on the game past the very beginning, so this mod is intended to rework that.

All goverment types will grant a long term effect, typically making each unit of population contribute a little of some resource - it won't be a lot, but as your empire grows it will become a significant contribution to your resources without requiring a source. You can plan around this and it should change your priorities of what to go for and why.

Additionally it became clear there was no research or influence focussed government, so I added one (Republic).
14 Comments
Darloth  [author] 6 Dec, 2017 @ 11:22am 
Nope. Is there anything you need from this mod that it doesn't provide?

It's fairly simple, as far as I know it works, and it covers the hole I intended it to cover, so I see it as finished.
Mr Blue 6 Dec, 2017 @ 8:06am 
still working on mod ?
[DBH].Whismerhill.{SSgt} 31 Jul, 2017 @ 4:44am 
yeah no problem. I jumped on wrong conclusions, I think the custom race I had saved was somehow corrupted and was causing weird behavior (although I have no idea how that could have happened)
Darloth  [author] 31 Jul, 2017 @ 3:33am 
Well I double-checked, and nothing I'm doing to the government files should be able to affect the other starting bonuses.

In addition, I can't reproduce that problem on my end, at least not with just Governmental Rebalance enabled. I think it must be some other mod or some other issue - sorry I couldn't help!
[DBH].Whismerhill.{SSgt} 30 Jul, 2017 @ 5:57pm 
ok nevermind. I don't know what causes the starting bonuses to not work. sorry for the bother.
[DBH].Whismerhill.{SSgt} 30 Jul, 2017 @ 5:50pm 
I don't know, but when I said "moon" I meant that no starting bonus seems to be actually working.
moon is just the most obvious hence why I took it as an example.
Darloth  [author] 30 Jul, 2017 @ 1:32pm 
But this mod doesn't even touch the moon bonus... How is it even doing that?

Weird, but thanks for the bug report. If I have time I'll look into it, but I almost never play SR2 at present.
[DBH].Whismerhill.{SSgt} 30 Jul, 2017 @ 12:36pm 
hum this does seem to break my game
whenever I enable this, if I choose the moon bonus for example then there is no moon on my starting world
however if I disable this, I get the moon on the starting world...
Darloth  [author] 29 Mar, 2016 @ 2:35pm 
It does, but the AI has no knowledge of the source of the benefit (it's just extra resources from nowhere with no conception it comes 'from' population) and so the AI won't use it in decision making other than having more of something.
Darloth  [author] 8 Jul, 2015 @ 12:19pm 
Possibly - I did think about separating them, but I decided focussing on either of those specifically might be a little powerful. As it is, they have half the bonus in each, which is arguably not as useful as all of the bonus in one or the other.

Likewise, I tried to make the money bonus a little less effective than the others, because it's pretty hard to get more money, but you can effectively convert it into all of the other resources.