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
Great mod, I would recommend working on it more
Maybe add more Origins and some event chains regarding the various houses of the landsraad
Maybe something that focuses more on the Spacer, Been Gesserit or Mentats..that being outside of the jobs and buildings that already exist
There are some obvious exploits with certain mechanics but aside from that I really enjoyed the various edicts, buildings and technologies.
Planetary Zro Formations could've been nerfed further given how broken trading with Fallen Empires became post year 40. Many of my games either me or a friend would have upwards of 50-80k Zro monthly.
Nevertheless amazing mod, sad to see that it won't be continuing being updated :(
What was your fave part? Any ideas to add?
Hope this is enough of a motivation to update the mod, if not I'll start a petition :>
country_influence_produces_add = 3
changed into
country_base_influence_produces_add = 3 otherwise it does nothing
spice of talent needs to have length = @campaigncost changed into length = @campaignduration because why would the edict cancel on its own?(or... just removed for all of them since the breed kwisatz haderach edict doesn't have and it works just fine)
In zro_traits the ruler kwisatz haderach trait needs to have country_influence_produces_add = 1 changed into country_ruler_influence_produces_add = 1 as otherwise it also gives no influence.
TL;DR for this mod is that the scientist and ruler traits of this mod have to be changed more than you've realized.
anyways, I think it just needs to happen less often
It was happening like monthly in the game I was playing with my friend, and we were only at midgame.
The frequency is the problem.
I got the popup so often it got pretty annoying, I donno if you did something about that, but I forgot to bring it up before, sorry.
Ruler - While going from 0.5 to 1 influence is quite good the governing ethics attraction is just pointless. It is pretty much no better than deep connections, and while the immortality is good you should be getting this mid to late game which at that point you should be getting more leader life span.
Governor - While the +10 stability is nice, going from just 10% to 20% unity gain(only for one sector) is not much when it is likely mid to late game.
General - There's nothing really to say. General traits are useless.
The fact that you can only have one, along with the RNG make the chosen one traits frankly kinda meh.
I draw the line at leaders that are more than twice as good as Chosen Ones, and are very common to boot. Something that powerful should be rare, and felt earned, is my point.
Tnynfox I'll give it a go later and see how it feels, thank you very much for the continued support
But, thank you very much for listening to my ranty, if not very helpful feedback.
But when I say stupidly broken, I mean I was gaining thousands of Zro each turn, hell I had over a million by the time that game was concluding. We were using other mods, I cannot remember if I had actually selected the dune origin or not.
Don't get me wrong I do like the Dune stuff, it just all needs a general tone down. Whatever was giving all my systems extremely high trade value, the stat boosts on the Dune Leaders needs a very heavy nerf (also should be rarer, given the context), and generally yeah just tone down the income and Zro maintenance values on the buildings. I'd say maybe like, 25% of what many of them give would be a good starting point.
Again, this mod gives Zro some ACTUAL use and I like it for that, but the Zro shouldn't flow so hard it overflows practically everything else.
What numbers seem best to you? Anything else I can fix?
I donno if your gonna update this again but if you do, please add a bit more balance? Like the ammount of Zro you can get from this mod is *insane*, like truely, *insane*. The leader traits are way too strong, and the trade value buildings give way too much.
It's a fun mod that gives Zro more use don't get me wrong, but it's way too broken currently.
Really you should do 10 per zro formation and add 4 techs that each add 5 jobs to all zro deposits, for a total of 30 jobs per formation after its been earned thru tech advancement.
I had 8k zro a month at one point. This needs some serious balance work and I would start there.
If planet cap: I suggest 1
If empire cap, I suggest 5-7
Thanks a lot! Keep up the great work! :D
Personally I still wish Zro was still more scarce (or edicts / buildings required more upkeep) but I'm very happy with this for now
I capped Zro harvesters to 50. I also removed the need to have "Fremen Lifestyle", which I've always considered an optional technology.
I did the other changes too. I also nerfed the Minor Relics one to 50 units.
Gave xenophobes an insult to direct towards eugenicists.
@Tnynfox I absolutely love this mod, thank you so so much! Extremely well made and all text-dialogue seems very immerisve. In my opinion of what specific improvement to make:
1. Limit Zro-harvester jobs per planet, otherwise I got some outrageous numbers when job is prioritized and I kept resettling all my pops to do this job. I do agree with others that this leads to Zro being too abundant and never worrying about it.
2. The Dune-specific traits are all I believe 1-2 trait points too powerful, consider increasing their costs.
3. Limit the trade of alloys with fallen empires from 2000 to 500. Otherwise have it scale on some level as this can easily brake early game.