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I'll be leaving this up, but all updates will be pushed to the main mod now. Any saves made with this beta will be perfectly compatible with the main mod too, safe to just switch over. There are no major changes between the two.
You can find the full release here - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2097903490
@Spaceception - Oh thats perfect then! Yes a little while after first contact it will all unlock fully, but if you can already see those things the rest will work fine too.
And yes, i'll be writing a proper description detailing all of the features when I release in a few days.
@超高校级的圆学家 - No plans right now, the text is changing quite a lot still right now.
Ive been really busy with work etc recently, but I should be able to push a small update in a day or two and then finally fully release this. (I'll also make sure it works with UI overhauls when I do that).
我们需要中文版本,请问有这方面的计划吗
(Google translation)
The events are awesome and the fact you went deeper to get into diplo buffs/debuffs are awesome. Would love to know for the user, what affects success? Is there anything you can do to increase success chance? Is it based on tech lvl vs theirs? etc
But this really does add some cool stuff. Tech stealing is amazing while also having tech cache and the counter spy events with actual choices on how to handle it is also incredibly good.
Right now this is on my 'mandatory to play Stellaris' list. Great work. Can definitely flesh out more to add more user clarity but it functions really goddamn well for flavour. Random events you add also make this great.
I think one area that sticks out is that the enemy seems to be able to launch hostile actions way earlier than the player ever could. 'Crime activity/unrest' which really tanks the early game economy HARD.
Ive been a little busy with studying, but an update is coming soon.
I do think techs would even this out though as well if the leveling is too hard an implementation. But boy does it hit like a truck when you get hit....
But I'm super keen to see where this mod goes.
Would highly recommend you flesh out your mod description above listing current features, how to use them and planned areas of expansion so people both understand your mod and can get excited for improvements ASAP.
I do like the whole concept though, it has great potential. Keep going!
As they stand if they were hostile actions taken by the AI empires then that makes sense but if they're random triggers of 'stuff happening' then that comes across as needless harassment of progress without rhyme or reason. Basically if a mechanic carries meaning and isn't a straight debuff without prospect of reward then a player will engage with it. If it's random and clearly only affecting the player empire negatively then it's going to piss them off.
Seems silly that our counterintelligence has no clue why its happening or how to stop it other than it hopefully peters out.