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The main problem with Lumeris is that.. they had no supporting mechanics. They weren't a good dust faction, they weren't a good industrialist faction, they weren't fun to play, they were just kind of.. generally sub par. When reworking them, I heavily consulted the original GDD amplitude released, and asked the Lumeris mains on our server what they would like to see them able to do, and I'm fairly proud of the end result. Rather than buffing Lumeris dust production, they are just more efficient at using dust in general.
Finally, we agree overall with the approach you described (better to buff the trash factions than to nerf the great ones), but have needed to make some modest calibrations as we have continued to progress in the modding project. now that most of the other factions are generally clustered around the same level of power, it is much easier to ding a faction a bit than to apply targeted tweaks to everyone else--particularly given that we typically prefer to do so in ways that are thematically targeted to each faction.
Second, we felt that this version of the change is a means of leaning into their theme of generating FIDS from means that are decoupled from planetary yields, in-line with their other faction abilities (ex: very large bonuses that come directly from the population)
Third, there is some element of a "trade" embedded in that trait, as it does also provide a -25% reduction in the approval penalties absorbed from planets, which is reasonably useful.
In fact, Republic is the only government type that has received no specifically targeted buffs. All others have gotten a fair bit of help, particularly Dictatorship.
You did not need to nerf Vodyani with just a horrible malus. What needs to happen is that the other civs need some actually GOOD pops. Remove or reduce the cost on all that political party crap in the custom race editor and make it so Lumeris pops actually produce something other than +2 dust naturally. If you gave them the old "Meritocractic Cosmopolitans" that would be +2 FIDSI across the board and that's all that you would need to make the Lumeris an actually good civ. Same goes for the Unfallen. They need something other than just food production on Fertile planets for their pops.
I would rather you buff the F, D, C, and B tier factions than nerf the S tier factions like Vodyani. If everyone is OP, no one is.
I feel a lot of unforeseen consequences coming in attempting to buff the Lumeris by buffing the Republic. Not to mention Republics now have as many laws as Democracies. Riftborn was already a great non-custom faction.
One small thing, in just about all these games I have played (all single player against AI), the Riftborn (if I am not playing them myself) tend to overpower all the other AIs. It is normal for the Riftborn to have double the points by turn 50 (on normal speed), almost every single game, then all the other AIs.
So almost every game it is me Vs the Riftborn.
The Cravers never have been able to be threat to just about anyone.
I play on huge maps with 9 AIs.
If you want mod specific settings, look in the galaxy settings, we added a column for all new settings the mod adds.
Other than that, I like the majority of the changes that I'm seeing in the mod. But this constant pop growth thing is a game breaker.
If you have any suggestions, feel free to join the discord server and tell us them
of i cant just push the game in enflish, not so hard, put i prefer Fr for immersion, i can healp if uou need, i musn't be hard, juste a tone of work and i want this mod to be 100% french compatible.
@Sir Connery I'll add it to the list of things to investigate in 1.5, 1.4.1 is releasing on Friday so there isn't much time to do much with that
I don't really have a big problem with the quests themselves. But the minor factions in 1.4.1 get way too giant and advanced fleets if you boost their economy before assimilating them.
I assimilated and got more than 10 ships with 900atk each, when in that time everybody had ships with around 150 atk.
@Sir Connery Best thing I can suggest for you to do is make custom factions with aggressive personalities.
Score difference bullying is one of the most effective ways of the most effective ways to use the Nakalim mechanics, so changing that would require a lot more work than one would think.
I don't think your neutral senator thing is possible, sorry :(
Politics, quests and different population stuff is what really separates this from another 4X games, and is are my favorite aspects of the game.
How hard would it be to add neutral senators for all political factions to the game? So if you have a Military Hero he would still have to lobby to win the Military Party senator spot.
This is a totally new mechanic so I don't know how feasible it is to implement.
I would still like the AI to be much more aggressive early on. I've been purposefully trying to provoke aggression by leaving my systems empty of ships and only researching economic stuff. But they never attack. The very aggressive races probably would but I was near Horatio, which is quite neutral, for a good 120 turns without a single ship and trying to provoke aggression through diplomacy, end result was nothing but a few empty threats. Which is similar to all my other games.
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Another unrelated suggestion. Lessen the effect of influence pressure to nearby civilizations from score difference. It acts as a giant snowball. The more ahead you the more ahead you will be.
@Sir Connery AI aggression depends on the "personality traits" they have, and how close they are to a "mechanic-less" faction. Sophons will naturally be very aggressive unless you give them the Pacifist personality trait, due to them not having any extra mechanics.
in 1.4.1, Minor Factions have a bug that makes them easier to take over (should be fixed now though), but the OP ships will be tied to a new difficulty in 1.5. Quests are meant to be the "ideal assimilation method", but they may be too easy now.
Few observations though. I'm playing on serious difficulty.
For 1.4
- AI very rarely is aggressive. Even the aggressive races are quite tame.
- AI likes to just mass colonize but is very poor at adequately defending their systems.
- Minor factions are way too easy to take over with quest.
For 1.4.1
- Minor factions still too easy to take over.
- The minor factions get ridicilously OP ships if you assimilate them early on while boosting their economy.. 10 ships with around 950atk, while the galaxy has ships mostly with 150 atk
Thank you for you help.
I am sorry for wasting your time.
And you're welcome!
Does Population Control work if you load ESG after it?
(I hope my question was clear)