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I am definitely looking forward to what you come up with for this mod in 4.0 :)
In a previous reply to you I mentioned that I thought it was high-time to reformat the Manufacturies so maybe if I tie a higher-level manufactury with a Polar Worksite and debuff the base ones it might help with what you suggested (considering that previously what I did was add a hard -20% to Consumer Goods with resource buildings, which doesn't make a lot of sense even if it balances the game)
@Theis Wow, 2021? And I just checked and this is up since 2019. I really should get around re-launching this.
@Vincenator You're welcome!
Also, if I remember correctly there used to be an Alloy and Consumer Goods debuff on the Beta Tunnel Complexes and Circumstellar Matter Docks, which honestly I did find pretty appropriate looking back on it.
Additonally, while this may be a controversial opinion, I find the Lyceum to be pretty underpowered rn. Especially considering you need the Polar Worksite. The difference between building a Lyceum and an just another Advanced Research Lab is in my experience minimal. Maybe a second level like with the other Worksite Buildings, which could have a higher cap and maybe another research Director or smth, could solve this.
Lastly, I just want to mention that the new limitation placed on the secondary building like the Museum and Sanctuaries and such, where they need the Advanced Buildings as a prerequisite, I find very appropriate.
Thanks for continuing to work on this!
alloys_expenditure_planets_vf_buildings = {
resource = alloys
type = expenditure
category = planets
potential = {
always = yes
}
weight = {
weight = 0.05 #doesn't matter since we have a min and max, but it prob shouldn't be 0
}
desired_min = {
base = 500
}
desired_max = {
base = 1000
}
}
common/ai_budget/xxx.txt
Paste this and it should grant the AI a budget of 500 alloys at minimum (if they have enough in the bank of course) to build the buildings.
@Maschinenmensch Hahah, when I booted Stellaris after a few months the same thing happenend to me. Thanks for not deleting your comments so I read them and realized that I should get around re-working the current system for Manufactories.
It seems like you need to add an alloys budget with a min.
A 500 minimum planet alloy budget did the trick for me, and the AI started functionning properly again.
Otherwise great mod, I find the generic lifter/supplementor jobs to be a bit op with their +10% resources from jobs but it was nonetheless quite interesting to play with.
Right now I am not actively playing Stellaris but for sure my next play will be with this mod active
Lyceum is showing up as an upgrade and Tetra not at all either stand alone or as an upgrade
While the mod does start, it still uses concept like admin capacity etc which don't exist anymore in 3.6.