Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For anyone who wants to restore the ruler strata while still using this mod, go to the mod folder (SteamLibrary\steamapps\workshop\content\281990\2461091125\common\buildings), open the file named "zzzzzfewer_pop_capitals" (I recommend using Notepad++), and replace all instances of the word "administrator" with the world "politician" and save the file.
I did a cursory check of alternative ruler jobs (e.g. "noble") and they seem to still function, but I haven't tested every possible one yet.
Deleting the Building folder in the mod file will make it compatible with 3.3, with the only notable loss being of the changes to synthetic empires
Also Mial42- you have a Kofi link or something we can throw money at for your work on this?
Yes, 3.2 changed the way the capital production techs work. These lines:
planet_jobs_productive_produces_mult = 0.1
planet_jobs_productive_upkeep_mult = 0.1
replaced these lines:
planet_jobs_produces_mult = 0.1
planet_jobs_upkeep_mult = 0.1
everywhere in the file. You can either revert those changes yourself, or you can use the compatibility patch in the second to last paragraph of the description that removes all capital building changes entirely.
I guess in the future I should copy the mods I start a game with and then unsubscribe so I don't get forced updates.
Use this mod => (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2464383318) to remove the capital changes. Put it after this one in your load order. That should resolve that incompatibility.
Than is often used to compare things.
Then can be used as an adjective or an adverb. It is used to describe time in the past or the future.
Sorry, i'm not funny at parties.
I use like 20 mods, most are cosmetics but I use:
starnet AI (I saw you got a patch for that=
NSC2
Endless Frontier: an Event mod
Guilli's Planet Modifiers and features
More Event Mod
Planetary Diversity
Sins of the Prophets: Stellaris
Do you think any of those will have issues with your mods? The gameplay with those isn't too different from vanilla, just with more content and variety in events essentially but especially planets have way more variations/modifiers
GCR
GCR Patch
StarTech
Look right?
Yes.
When playing this with StarTech should I be loading the patch you have listed above?
No. The Starnet patch will work fine.
The second and third starting habitats doesn't seem to get the 10 year growth boost. It triggers on the main habitat but not the others.
I have checked all mods i can think of that edit the defines, game rules, pop jobs and species rights but nothing. Am assuming a bug so will do a reset.
Mainly wondering if you knew of a gotcha in regard to this.
Just booted up a machine empire. Problem doesn't replicate at my end; are you running any other mods affecting capital buildings?
1) Swarms aren't affected by the newly conquered malus since they're genocidal.
2) Hives are actually slightly buffed by this mod because they have higher base growth+assembly (total of 10; compared to normal empire with robots with 5, normal bio ascended empire with 6, synth ascension with 9, and machines with 8) to get affected by Colonial Fervor. Since Colonial Fervor is an additive modifier, base growth/assembly matters more, although most planets won't have maxed growth/assembly since they'll be colonized early. Hives also can't use normal pops without bio-ascension and can't use captured robots ever, so the nerfs to conquest affect them less then normal empires.
I left the hive capital at 40 pops because I want to minimize overwrites, and since I didn't think there were necessary changes to hive capitals, I didn't touch them.
Depends on what you want it for. You don't need the mod to turn off the empire-wide malus or change the bonus logistic growth. If you want to fully turn off logistic growth (both the bonus and the penalty), you need a mod (not necessarily this mod, although this mod does remove it).
If you want conquest and peaceful growth to be reasonably well balanced compared to each other (conquest being stronger, but not overwhelmingly so), to not have incentivized micro with synth/machine capitals, and to have reduced pop counts and therefore lag without the new growth mechanics, then you need this mod or one like it.
Either one is fine. I included the building slot check just in case, but I haven't seen the AI get gated by building slots much with Starnet.
Thank you for your balance mods, all bring much needed changes.
Your clerk eliminator and this mod have a conflict at entry "ai_city_district_allow" in this two files:
* gc_rebalanced_districts_scripted_triggers.txt (growth)
* can_ai_build_city_districts.txt (no clerk)
Here is a pic from Irony mod manager:
https://imgur.com/a/dwh16FT
Could you please check and tell, which is correct?
I would like to use both, but not sure if Ai needs it.
That's because those two habitats have no colonization date. The necrophage building and 3.0.3 auto-resettlement (not 3.0.2, which works fine) also don't work because of that.
It's not intended, but I don't think it's a huge issue. Void Dwellers were OP in 2.8, and this mod removes the growth changes that nerfed them in 3.0 while keeping the tradition changes that buffed them, so I think power-wise it's fine, albeit a bit strange.
I don't think there's a way to fix it with console commands unfortunately.
The additional pop growth/assembly cost should be 0, and logistic pop growth ceiling should be 1x.
Last question, the sliders, the text is confusing on which way a player would want to move them. Lower to match your mod, or higher to match your mod defines?
Thanks.