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Also, the new mod is:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2506687667
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2506687667
Damn you paradox, fix the launcher :V
-Make Commercial Zones provide +4/+8 clerks and +1/+2 pleasure worker jobs for each tier
-Make the Brothel Houses building give +5%/+10% xenophile ethics attraction for each tier, akin to spiritualists' temples
-Maybe add a higher class prostitute job that replaces the entertainer job, similar to how warrior culture works?
Personally I would do all of the above. The thing is that unique buildings need to be able to compete with the holy trinity: Science, alloys and consumer goods. If a building is weaker than any of those three, it will never be built.
Currently pleasure workers are a combination of the two worst jobs in the game: Medical workers, which are considered never to be a good investment, and clerks, the jobs that are only taken if literally none others are left. To make the jobs viable I have a few ideas I will list:
-Remove the consumer good cost. There is no reason for this worker-class job to be more expensive than others, at least not in its current form. This would make them just slightly better clerks that take up a build slot. They'd still probably be very bad. This would be the easiest band-aid though.
Scrap the whole commercial pacts thing, and instead tie it to branch offices. Have it so that establishing a branch office gives a decaying growth/happiness boost for both empires. Keep the bonuses a bit smaller, for example +5% happiness and +10% growth, and have the duration be decently long, but also have it stack to up to 3 times to avoid ridiculous bonuses.
This makes the boost less instantaneous, but potentially even stronger. Also makes it accessible for Syndicates.
Lower the base happiness boost of the civic to 5%. 20% will still be possible, but harder to do.
Remove the specialist output nerf. (This one is really REALLY crippling, much worse than you'd think)
The rest I think is fine, provided pleasure workers get buffed a bit too.
I will write something for pleasure workers later, they are a bit harder to balance.
The mod is a very cool concept though, and I will keep using it, even though I think it's a little unbalanced. Looking forward to what you decide to do with Indentured assets and Gospel of the Masses.
As it is now, I cannot ever see a situation in which you would want to build brothel houses on your own planets. They provide very slightly more amenities and trade value than clerks, but that is offset by the fact that they require half a consumer good more upkeep. They also provide a very small bonus to growth, but that is offset by the fact that they reduce the output of ALL other jobs. That on top of a brothel building only giving 3 jobs makes pleasure workers essentially worse than clerks, which is already the worst job in the game.
The happiness buff is a bit... much. +20% happiness, even with the downsides, is a hefty amount to be just handed out from a single civic. It makes other ways of gaining happiness very useless, as you'll easily get 100% even in the early game.