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pdx took some pain in rewriting most of the code so any mod written pre 3.3.1 (including this one) is not working anymore. If you wish to try the mod, revert back to 3.2.2 - or wait for it to be updated (but i need to have spare time + will power to do it, so it could be a long wait)
It makes possible to see, in a human-friendly way, all the stats about your game's galaxy. Try it out!
AIs are really (really) better at not getting pwnd. Beware!
PHI 1.6a to be released next week - if you have an ongoing campaign and need more time to finish it, let me know and we'll arrange a new time schedule.
Main philosophy shall remain:
1. planets should be rare and special
2. there should be many "meta" builds in order to see real diversity
3. choices have consequences
4. a game shall be interesting and full of things, not just looking at a screen for 100000 hours
Next release (1.6) will probably be all focused on improving AIs, in order to make them uber stronk / a challenge even for sp games...
Anybody can test it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2274421915
From a "lore" perspective: think about a miner working on a deep space mining station. Somehow he needs to get supplies delivered in order to survive, and maybe a place with actual ground below his feet to spend some quality time on holidays --> ergo the need for any system to be connected to at least a fully colonized planet...
Nonetheless, about your request: I'll work on it asap. It is totally reasonable, and I hope to be able to implement it asap. I'll let you know it it makes to the 1.6 version!
Question tho, what is the motivation behind the "border gore" issue? Isn't it strategic to jump a system or two to close the borders at a chokehold for an increased influence cost? Is there any way you could make this mod configurable so I could disable the border gore situation, for example?
Other than that thank you for your great work!
you can find an image and a better explanation on the diplo stance rework here:
https://stellaris.paradoxwikis.com/Phi_mp_balancing/Phi_policies
Could you explain what this change means?
> Diplomatic stance completely reworked: now you have a step-by-step change process as you ready up or dismantle your industrial-military complex
for the other settings:
tech/unity = 1x
it will make the game quite fast (hence the "mp" part of the mod name), by reaching 2220 with more or less 1k tech / month and 2k by 2230. feel free to push it to 2x if you find it too fast, but i usually prefer having players complaining about "the game ended too soon" than people getting bored out to death ('cause you can always host a NEW game, while forcing a player to slug on is like committing torture and ensure no-return of the customers ;-) )
mid game/end game = 2250/2300
crisis = 1x
with 1x tech you'll find it difficult but not impossible to face the perils of the galaxy.
two main features of the mod are "player based" crises that speed up the game-ensure no boredom... read more about them on the official pdx wiki here [stellaris.paradoxwikis.com]
***growth***
logistic growth/max scaling: i usually loathe any system in which things seems "unnatural". As an example, i really hated the "old" system in which by simply colonizing a planet you could achieve a pop growth comparable to that of an old established colony (like once we go to mars with 2 people, the year after we have a billion humans born there...). The same applies now, but in the other sense: if you have enough space/pops and sexual libido, pop should growth as naturally intended, not being capped artificially at any given value...
mod-wise, setting higher the logistic growth prevents the latter problem, while putting base growth to 1 ensure that the former problem is negligible.
Regarding logistic growth and growth scaling--why those settings? Is it to speed up the game? I'm generally a fan of the changes to the pop growth mechanics since 3.0.
For the following settings, what do you recommend?
-Tech/unity speed
-Mid-game year
-End game year
-Crisis strength
Most of my players are pretty new to the game and I don't want the game to end with everyone getting automatically wiped by the crisis!
the mod was originally intended "for-humans" only, but i've founded myself playing it even sp :D
also: i usually let ais on my hosted games when i need to show new changes/teach how to play to players, as ais can be used as cannon fodder...
finally: when you start a game, be sure to have 3 fallen empires / maxed out logistic growth (25x) / minimized growth scaling (0x)
How do the AI hold up? Or should we only have human players?