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I really liked this mod, especially since I could build a SB for each of my systems with a colony in it, which is something that I still want to do.
Districts should not be free, I can see several reasons as to why and dont want to list the lengthy text it would require. (aka i came to find mods, cause too lazy to make my own.)
and as for SBC I always find you never have enough SBC to really fit your needs in a empire, even with 7-10 rushed repeated techs for it.
But i am unsure how to change this or affect this without hurting balance and the Grasping the Void Acension perk. (which is still not super good, but it is not bad in a few cases.)
On vanilla Stellaris, the starbase cap increases by 1 for every 10 outposts you own, but when I turn this mod on, I don't get any starbase cap increases from outposts.
I'm running this on a game that only has NSC and a couple graphics mods. Please help.
I'm curious, do wide empires have extremely high technology and unity output now? I've always felt that there should be diminishing returns for new science facilities, instead of any admin cap at all ... so that adding a few more scientists who are 1000 lightyears away to your research project doesn't speed it up (given the communication distance, duplication of efforts etc), and controlling a few space rocks 1000 lightyears away doesn't slow it down either (you have to pay to upgrade everything anyway).
The vanilla game seems to want to cap everyone at around 300 effective total research output, why they couldn't just do that with a declining hyperbolic curve for new research buildings is a mystery to me.
IDK if the mod will work correctly with 2.2.4 version or below. Moreover, I just see no reason to use those - the PDX work extensively on bugfixing right now, so every new beta worth switching to, right away.
Thing is, I assume every1 wants to have a starbase at least in their colonized systems, right? But with a vanilla constant of 1 SB per 10 systems it is not always ensured - f.e. if we play with 5x habitable worlds setting, where habitable planets may be encountered in almost every system. So I decided the dynamic approach should apply there as well. :)
BTW, do you suffer from some sort of beta-fobia or smg?.. :D
To make a system "free" in terms of AC, you need to have a colony with 40+ pops on it - how fast you get that many, huh? Midgame, I would say. And to make a system actually produce extra AC a colony must have 80+ pops. That is close to lategame - a time for "kill'em all, since there is nothing else to do".
But I guess the traditions@civics@tech way of getting extra admin cap is what makes it so since the buffs it provides is just relatively too big braking my plan of new balance...
I feel it would be better without killing AC gained from districts.
But jokes aside, the AC quite naturally grows along with the empire size, quite rarely limiting the expansion, making this feature truly transparent for the gameplay in most cases. But I still like it more. :)