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NSC is a semi-comllete overhaul.
I don't think the new system is bad-per-se, but it definitely needs tuning. If each pop was more productive than the previous edition, than the reduction in population and pop growth overall wouldn't be as debilitating.
The new district structure is cool.
OH PS: The foundry and commercial planetary specializations don't seem to accurately describe what they do. Doubt it's the mod, but thought I'd mention it.
Without it, there's nowhere the building slots to afford the number of refineries that would be needed to fuel an empire. Without that, it's difficult to imagine how I'd ever be able to afford upgraded admin centers and have anywhere near enough administration.
Beyond that, I've needed your resource jobs buildings to make any sort of significant specialization possible.
Even so... I'm still having a very rough time in this new version of Stellaris. So anywho, thank you for your hard work, the new version is working great!
This is now 3.0.1+
2) Too broken in my opinion and I doubt the modifiers would stack like that :p
3) I can either limit it to 1 per planet or with no limit. For the city planet that is an easy fix as I would just have to add pc_city to the unable list.
4) I will get onto it soon (probably, unless I forget)
4) Is the Kinetic Ordinance supposed to be range 30? At first glance I thought it an upgrade to the Kinetic Artillery, but it's actually more of a shotgun. Which is fine, but it's a very different weapon.
Thanks again, really my favorite mod right now!
1) The ascendancy perk that increases starbase limit, is of course, pretty useless, but perhaps if it added +2 slots to all star-base buildings and modules, that would be a big difference.
2) An additional starbase building that operates like Crew Quarters and stacks. So instead of just a 25% maintenance reduction you could have specialized ports that get up to a 50%+ reduction. I would consider making it 2-3 components to achieve the effect. It should significantly reduce the other options for the starbase.
Same issue. Shows mod in the launcher list, but doesn't actually load it or it's contents into the game. Then, if you "reload" your mods in the launcher, it will remove the mod.
Sighhhhzzzzz lol
As a work around I'll just copy the contents into my own mod, but damn this is annoying.
If you know a fix I'd appreciate it. Again, I'm certain it's nothing to do with your mod though.
If you wonder where it is from, I recycled it from a abandoned mod called SCX. You can find a link to it in the credits.txt file in the nod folder.
Bomber wing does not actually work, they dont move lol. not sure why tbh.
Any future plans on making these upgraded tech auto replace the existing? ex = Stormfire autocannon auto upgrades to hellfire, etc