Stellaris

Stellaris

Easy Mode Policies 2.2
20 Comments
Epyon (AnimeToxic) 28 Apr, 2020 @ 9:04am 
does this mod works in 2020 :)?
Hann3o 21 Mar, 2019 @ 9:44am 
Yeah paradox changed how some modifiers work with 2.2.6 - oof they bring new updates faster than my dog of the leash.
Thrundur 20 Mar, 2019 @ 11:57am 
Great mod, just the right amount of on demand cheat. :cozybethesda:
On 2.2.6 I see no change in Unity, and Influence though.
Law_Dog  [author] 20 Feb, 2019 @ 5:32pm 
Should be updated now. Either way, it was still functioning. If anyone finds an issue, please let me know and I will handle it ASAP. Thanks.
Law_Dog  [author] 15 Feb, 2019 @ 11:00pm 
I will work on it this weekend. My appologies
Noz 8 Feb, 2019 @ 3:28am 
Is there an eta. of an possible update for this mod ?
Law_Dog  [author] 25 Dec, 2018 @ 12:14am 
I'll certainly consider it. That said, the more policies that cluster that menu the less likely players are to use the mod. I would hate for things to get super cluttered. Maybe the answer is scaling the modifiers reasonably: I.E. +50% fire rate doesnt need to be grouped with 50% combat speed, it could be 10% combat speed. Thanks for the input.
mR.G 24 Dec, 2018 @ 4:54pm 
BTW in the future update can u plz make fleet speed and combat effectiveness in different sections? 'cause it is just dont look too good when your fleet having battle and fly really fast that you can't see the battle too clearly ... : p
mR.G 24 Dec, 2018 @ 4:50pm 
it was because another mod that was outdated l already fixed it thanks ~ ^ ^
Law_Dog  [author] 22 Dec, 2018 @ 6:23pm 
If your referring to my comment below, it was because the other sub added a mega-structure policy to his own version of my mod and then had a concern that the AI was using it. Trust me, this mod doesn't touch mega structures, and even if the AI could use the policy, it would only be able to use the "Disabled" option, due to the weighting I gave everything. The AI isnt using this to cheat. I promise.
Law_Dog  [author] 22 Dec, 2018 @ 6:08pm 
These policies do not touch mega-structures. Aside from production values that begin with "Country_".
mR.G 22 Dec, 2018 @ 5:57pm 
why l see AI got mega structure buff in the game right beside their captial... can you make a option or a version without it thanks
Talok 22 Dec, 2018 @ 4:34pm 
I am enabling policy but not seeing any change in production. Enabling tier 1 across the board. What is the problem (if any)?
Vaurature 22 Dec, 2018 @ 12:42pm 
And this makes me wonder why me and my friend went with an event that fires at start.... Damn you for making me do more coding today...
Law_Dog  [author] 21 Dec, 2018 @ 10:22am 
@KL I accidentally deleted your comment about building speed for ai megacorps on your planet, it was a misclick. I appologize.
Law_Dog  [author] 21 Dec, 2018 @ 10:21am 
@krunjar I have a ton of mods, including a few other policy mods, and I'm not having any issues. I'm not sure what could be conflicting. The only files this mod alters is "Defines" for policy years. Everything else is just "In addition". If you can identify what specifically it is conflcting with I will try to fix it on my end.

As for the AI, every policy carries the "Potential = {is_ai = no}" as well as an AI weight of 0. meaning, it should not be available to any ai and even if the script is wrong, the AI should not want to choose it. That said, if the ai were using it it would be pretty obvious. Its more likely you added something to the effect of "empire_building_speed", "country_build_speed", or "planet_build_speed" for the boost, which means ANY building on anything you own will build at that speed, regardless of who paid for it.
krunjar 21 Dec, 2018 @ 1:49am 
All these policies are disabled for me.
아이린 | KL 18 Dec, 2018 @ 2:30pm 
thankyou:steamhappy:
Law_Dog  [author] 16 Dec, 2018 @ 6:35pm 
Player only =)
Tangari 16 Dec, 2018 @ 11:45am 
Does the policies set the levels for just players or teh ai as well?