Stellaris

Stellaris

Healthcare++
45 Comments
Peter34 21 Mar, 2023 @ 10:36pm 
I think adding +5/+10 Stability is too much.
MrArcaneGates  [author] 21 Mar, 2023 @ 10:09am 
@YutaniKaede the big problem this mod had was that paradox kinda made it redundant (in regards to the original intent, buffing gene clinics) by buffing them in a different way. I wasn't sure if i should just increase the buff paradox did (because i do think they are still quite weak), or revert paradox' buff and just keep the change i made - so i settled for runnign in a circle and doing nothing.

TL;DR: feel free to add me and talk about your idea, i don't have a lot of time right now but i'm motivated and that's honestly better than the other way around.
YutaniKaede 21 Mar, 2023 @ 9:23am 
I have the most awesome idea involving the new dlc and this old gem, but sadly see it hasn't had any attention for a few years now.

Is there a chance it will get a revival? I loved doing megacorp with this on :-)
Beast-Storm 15 Dec, 2021 @ 9:38pm 
When can we expect an update?
MrArcaneGates  [author] 10 Jul, 2021 @ 2:20pm 
@Cutha i'm without a pc atm i'll take a look at it next weekend, thanks for the info
Cutha 8 Jul, 2021 @ 9:25pm 
Thanks for the mod. It seems to use the old version of 02_specialist_jobs so things like the upgraded foundry building do not provide the extra resource per pop.
Spiritouspath 22 May, 2021 @ 4:51am 
ah okay good
MrArcaneGates  [author] 22 May, 2021 @ 4:29am 
You don't have to use irony as long as you follow the other steps, it's mostly a suggestion to keep it from happening in the future.
Spiritouspath 22 May, 2021 @ 4:08am 
@MrArcaneGates will in my opinion Irony Mod Manager is honestly worse because i have 0 idea how the hell im apost to click to get the mods able to be used when i click start lol im far out of my depths lol ( Ralph Wiggum voice im in danger lol )
Spiritouspath 22 May, 2021 @ 2:45am 
but either way i appreciate the link
Spiritouspath 22 May, 2021 @ 2:41am 
also just from checking ur mod again by resubbing that annoyance red icon pop up i mention is no longer present (shrug) i knew it was most likely not having a issue. i think this stupid launcher is just crap lol
Spiritouspath 22 May, 2021 @ 2:37am 
tonight gonna be a long night
Spiritouspath 22 May, 2021 @ 2:37am 
@MrArcaneGates will regarding issues with other mods is kinda speak of the devil a moment ago as i had just loaded new campaign hoping to play. but day tick to 2nd day and weird blank pop up issue i encounter few hours ago popped up saying im still here lol (ugh) -.-
MrArcaneGates  [author] 22 May, 2021 @ 2:13am 
@Spiritouspath any issues with other mods? I have a few IRL buddy play testers, none of which have this issue, so i'm sure it's not an issue with this specific mod, more likely a corrupted download or issues with the paradox launcher. You might want to check out this: https://www.reddit.com/r/Stellaris/comments/k5a3qb/multiplayer_version_number_mismatches/gehegh5/?utm_source=reddit&utm_medium=web2x&context=3
Spiritouspath 22 May, 2021 @ 1:41am 
done that like 4 time's not really sure what going on thats why i dropped my original comment :) @MrArcaneGates
MrArcaneGates  [author] 22 May, 2021 @ 12:57am 
@Spiritouspath try resubbing, the descriptor file is there and working fine for others
Spiritouspath 21 May, 2021 @ 11:16pm 
stellaris mod missing descriptor file appears so please look into that
MrArcaneGates  [author] 22 Apr, 2021 @ 1:38am 
@Peter34: quite franky, i am unsure. There is no vanilla content that is missing, but i don't know how stellaris reacts to the new technologies being introduced midgame.
Peter34 20 Apr, 2021 @ 4:09pm 
Maybe an odd question:
What happens if I enable this mod in an on-going 3.0.x game?

Also thanks for updating.
MrArcaneGates  [author] 18 Apr, 2021 @ 1:53pm 
@kuyan-judith damn, i missed that. No, that's not intentional, i will update that. Tyvm for bringing it to my attention!
kuyan-judith 18 Apr, 2021 @ 5:25am 
@MrArcaneGates: in 3.0.1, any non-gestalt country that forms the Galactic Imperium changes authority to Imperial, but megacorps get a special civic that lets them keep having branch offices and corporate civics. That's implemented via changing the potential block on corporate civics to:

potential = {
OR = {
authority = { value = auth_corporate }
civics = { value = civic_galactic_sovereign_megacorp }
}
}
MrArcaneGates  [author] 18 Apr, 2021 @ 4:44am 
@kuyan-judith, can you elaborate? I don't now of any megacorp civics that are available to Imperial Governments?
kuyan-judith 18 Apr, 2021 @ 4:09am 
I notice you haven't made Pharma Group available to corporate Imperial Sovereigns like other megacorp civics are, is that intentional?
Deagroth 17 Apr, 2021 @ 4:37am 
I know I'm going to be on 2.8.x until a mod changes or removes the empire wide carrying capacity. so thank you for the legacy version.
MrArcaneGates  [author] 17 Apr, 2021 @ 3:51am 
Hey guys, you can subscribe to https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2459766581 if you want to keep playing on 2.8.x for whatever reason.

This mod will be updated (purely compatibility-wise) later today, i will then playtest it for 2 weeks or so and update the balance as well as new feature changes then. I have a week of free time exactly a month from now, so worst case scenario if real life/work gets in the way i can refine and upload new features by then. In the meantime, feel free to hit me up with suggestions.
MrArcaneGates  [author] 29 Mar, 2021 @ 10:26am 
@MrTechMonkey thank you for your input. I agree that the amenities might overdo it a tad, i'll reconsider once 3.0 hits (15 days). If i remove the cyto-complex needs a rework either way, although it's an option that is mostly there forempires that want to capitalize on improved medical workers (through one of the civics, or event modifiers that i'll add in the next big update) instead of being good by itself.

But i agree, it's a bit...boring compared to the other building, and the flavour is whacky. I'll check out how exactly this stuff works in 3.0 and then rebalance, i'm thinking maybe i can make one of the options better for biological ascension and one of them better for psionic, just as a kind of guiding point.
MrTechMonkey 28 Mar, 2021 @ 3:55pm 
So I'd argue that the amenities should stay at 5, especially with the flat stability buff you get for the building. Medical workers have always been an inefficient way to get amenities BUT they have other utility and that seems to be the mindset you've brought across here. So I don't think you should compromise that by also making them a efficient source of amenities.

Oh, also, the cryto-complex should really get the extra 5% stability as well, or maybe just a flat pop growth from the building itself. Having 5 extra kinda inefficient popgrowth + amenities jobs is a hard sell vs 5 extra stability AND cheaper modification cost AND 10% habitability.

On the subject of which, either through civic, tech or just having it be standard I'd like to see medical workers give a small habitability buff. I mean these doctors with genetic engineering at their disposal, it makes sense that they can help people deal with enviromental challenges.
Deagroth 22 Mar, 2021 @ 12:19pm 
Awesome, thank you!
MrArcaneGates  [author] 22 Mar, 2021 @ 10:53am 
@Deagroth sure, i can do that. I'll upload it as non-listed and put a link in the description.
Deagroth 21 Mar, 2021 @ 2:39am 
Are you going to leave a 2.8.x version available to those who don't update to 3.0?
MrArcaneGates  [author] 14 Mar, 2021 @ 12:50am 
FYI, the next big Stellaris Update (Nemesis) will release on 15.4.2021. At this point, all my mods will be broken, mostly in regards to balancing but there are going to be actual incompatibilities. I will try to release a compatibility patch the same day the update releases, but since it's a weekday and i'm working full time it might not be possible until the next day.

Once the mods are compatible again i'll have to play a bit of vanilla to get a feel for the new features, as well as with my mod enabled to maybe spot if something doesn't fit anymore. For this reason, you can expect a big content update 1-2 Weeks after nemesis released. I have held back working on some stuff in fear of the update breaking it, and i am also convinced based that there will be opportunities to expand the new cool stuff in regards to the galactic community and pop growth.
Skill Less 6 Mar, 2021 @ 3:14am 
ok, np.
MrArcaneGates  [author] 5 Mar, 2021 @ 11:54pm 
@Skill Less Somehow missed you comment, sorry. I'll fix that today.
Skill Less 17 Feb, 2021 @ 8:34am 
regarding the german localisation, the file is not utf8-bom encoded, that is the real issue.
Skill Less 17 Feb, 2021 @ 7:55am 
did someone check the german localisation? the keys are not applied. I guess you should rename the localisation file (remove the + signs from file name)

;)
MrArcaneGates  [author] 6 Feb, 2021 @ 4:14am 
Guys, just a heads up, i'm currently waiting for the next stellaris update to drop so i can update the compatibility for my mods ASAP, afterwards i'm gonna add more content. I'd rather delay the content a bit to make sure it's in line with the new pops, jobs and building system as well as consider interaction some of the new diplomacy and espionage options, if it fits.
Hiluxium 25 Jan, 2021 @ 3:26pm 
Helth
Peter34 28 Dec, 2020 @ 2:49pm 
Thanks. I frequently rant on the subReddit, and I agree with your stance that it's better to have many mods that fix balance in specific ways, instead of one big huge mod like Stefan's that tries to do everything.
MrArcaneGates  [author] 27 Dec, 2020 @ 11:09am 
@Peter34 as indicated in the description, i created a fork.
MrArcaneGates  [author] 27 Dec, 2020 @ 2:58am 
@Peter34 i'm at home again, first things first i'm gonna check what is actually doable - there is a fair chance buffing medical worker output through policies is impossible. Either way there's gonna be more content so i will gladly create a fork for people who want to play "vanilla like" when i push the update.

By the way, if there are other minor balance changes like this you would like to see hit me up or rant about it on the Stellaris subreddit. I'm aware there are great balance mods out there, but separating it out over small mods like this ensures everyone can implement the changes they like and leave out the rest.
Peter34 26 Dec, 2020 @ 10:48am 
That sounds good, although honestly I'd prefer a "smaller" mod that just buffs Clinics and does nothing else.

Maybe create a "lite" version of your mod with just the changes to Jobs/Clinics, and then a more expansive version that adds the Civic and Techs and so forth?
MrArcaneGates  [author] 25 Dec, 2020 @ 8:31am 
Hey guys, just a heads up, when i am publishing the next update i will reduce the amenities per medical worker from 10 to 7 because the combination of stability and amenities makes entertainers, gladiators etc. seem very bad in comparison.

The next update will also contain tech and at least one additional civic to buff medical workers, so this change is definitely necessary to keep them balanced in relation to other jobs.
Peter34 22 Dec, 2020 @ 3:11am 
Nice to see a 2.8 mod that re-balances Gene Clinics!
seven 21 Dec, 2020 @ 7:17pm 
people all die in the end, but...we have+5+5+5+5+5...:steamthis:
kinemon 21 Dec, 2020 @ 9:35am 
nice