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Thanks for having made this mod, jon!
(I haven't played Stellaris for ages, and I don't have the time to exhaustively test all of my mods every time there's a new patch - especially as they usually work fine. But if someone comes to me with an actual bug report, I'll do what I can.)
Possible update for the last 2.5 version please ?
Bugfix: Edicts are no longer visible (and therefore can't be activated) until you have researched ascension theory.
Balance: Unified Diplomats only gives +1 influence/month per level. (+2 made choosing this buff a no-brainer as soon as you possibly could; hopefully, +1 will make it more of a trade-off.)
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 91
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 91
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 95
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 95
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 99
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 99
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 103
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 103
[14:15:07][persistent.cpp:34]: Error: "Unknown modifier: megastructures_cost_mult, near line: 107
" in file: "common/static_modifiers/endgame_unity_modifiers.txt" near line: 107
@misha_archmage: Thanks for your suggested changes. I had to alter quite a bit more to get the mod to load error-free, but it was really useful to have a starting point.
It's here
Also they changed some old modifiers.
other than fixing that i see nothing that needs a big change
naval capacity may be troublesome because it probably changed a bit, you'll have to research a bit on this
the growth speed / robot built speed should be cut in half, according to one of my friend that also do a mod (Additionnal traits).
haven't had the chance to try terraforming and megastructuresin my 2.2 game yet, so can't tell about those.
Of course, if you're feeling lucky, you can always try just loading it up and seeing what happens!
@Peter34:
Look, this mod undeniably makes the game easier for unity-stacking builds. (And I happen to think that it also makes the game more fun.)
About half of the options available do things that run counter to the base game - for example, the "geneticists" option negates most of the advantages of biological ascension. If I accepted the argument that "the base game doesn't do this" then I should remove all of these options.
So, my criteria for rebalancing is if there's an option that's an obvious first-pick or gives an amazing advantage in comparison to the other options - maybe for some degenerate strategy that I haven't previously considered.
I don't think that the % boost to nav cap is even close to the best pick. It seems that you do think this - so, please, convince me!
Alternatively, if you want to make your own version of this mod then you're more than welcome - after all, it's just a load of text files. You can get the source code either from my github (link in description) or from the zipped Steam Workshop download.
@Peter34:
Base duration for edicts is 10 years; you can get this up to 12-13 without trying too hard. So, the break-even point for GF vs LC is about 25 years of game time: GF is more unity-efficient if you need it for less than 25 continuous years.
(Working: If you have enough unity to instantly buy 2 unity ambitions then you have two choices: (i) buy 2 levels of LC; (ii) buy GF and renew it once after it runs out. Option i is only better if you need the buff for more than 2 standard durations - ie.about 25 years. This calculation ignores the fact that GF also reduces upkeep, so GF is better in the short term than 2 levels of LC.)
The reason I think this is a playstyle discussion is because I tend to get bored with a run (and start a new one) once I can tell that I've obviously won. For me, this is usually shortly after I unlock unity ambitions. But maybe the dynamic is different if you play on higher difficulty settings, or if the crisis strength is higher, or you have mods that significantly alter the late-game, or something?
What I'm trying to understand is: why do you feel it's overpowered? How does it break your games? (For reference, it's at best my 4th pick - after Geneticists/Roboticists, Civil Engineers and Diplomats.)
Have you considered the Grand Fleet unity ambition? Grand Fleet is about 2.5x better than any one level of Logistics Corps, but it costs the same amount of unity. (The difference in effectiveness seemed to me like a reasonable trade-off for a permanent vs temporary buff.)
On the other hand, LC stacks whereas GF doesn't... but I actually find it to be one of the least useful buffs. Maybe that's because my unity-stacking builds tend to be xenophobic pacifist? Is there another archetype that can stack unity while simultaneously going very wide? But wait - if you go wide, you can get + naval cap easily from starbase anchorages. I guess what I'm saying is that I can't see what playstyle causes the problems - can you enlighten me?
I think you should nerf it heavily, from +10% per pick to +5% per pick. It'll still be very attractive, because it is AFAIK the only way to get a percentage bonus to NavCap in the entire game.