Stellaris

Stellaris

[OBSOLETE] Deficit Penalties - Reasonable Reductions [3.2]
12 Comments
米卡 14 Jan, 2022 @ 8:25am 
It would have been better if the punishment had changed with the form of government
For example, empires may need more alloys (to demonstrate force), and the lack of alloys will cause a greater crisis in military empires
Similarly, democracies often need to supply the population with more consumer goods, and the penalties for lack of consumer goods can be appropriately increased
you can also complete the legal and policy system, now the game allows only adjustments to consumer goods, which are not very reasonable(translated by app)
米卡 14 Jan, 2022 @ 8:23am 
如果惩罚随政体变化就更好了
例如帝国可能需要更多合金(以彰显武力),缺少合金将在军事帝国引发更大危机
同样,民主制国家通常需要供给民众更多消费品,缺少消费品的惩罚可以适当增加
还可以补充法令和政策系统,现在的物种系统只允许调整消费品其实不怎么合理
米卡 14 Jan, 2022 @ 8:20am 
GOOD JOBBBBBB!!
你干得好啊
Wilmfe23 10 Oct, 2021 @ 10:32am 
One thing I hope you'll add is that the penalty is cumulative. Meaning the first month nothing happens except maybe a slight reduction in overall happiness. Then more reduction and a slight hit to production, then more and more and more until eventually productivity shuts down completely. Also having 1 month be fine doesn't immediately fix it. That it's like a tier system and just as you build up tiers you need to build down.
Peter34 10 Oct, 2021 @ 6:17am 
So it is... oops!
Toaster  [author] 9 Oct, 2021 @ 1:17pm 
That’s in the FAQ!
Peter34 8 Oct, 2021 @ 11:42pm 
Just to check: This mod does nothing to fix the Catalytic exploit?
Peter34 5 Oct, 2021 @ 9:16pm 
I think such a mod would be super popular, especially if it also benefits the AI.
Toaster  [author] 5 Oct, 2021 @ 7:12am 
@Peter34: Stellaris runs monthly scripts on the first day of a month, *after* income comes in. So if you were at the cap, spent 1000 minerals, then *earnt* 1000 minerals and hit the cap again, the mod wouldn't easily be able to tell if you'd spent it all (so shouldn't get paid) or not spent any (so should get the whole lot).

You can run extra scripts to check each empire's stockpile value for each resource on the day before the end of the month, and compare to their income, but that's a lot heavier weight than this mod's scripts. I can look into it though.
Peter34 4 Oct, 2021 @ 7:04pm 
Would it be possible for you to make a mod that auto-sells resources in excess of stockpile capacity on the Galactic Market?
marky612 4 Oct, 2021 @ 5:04am 
OMG this should be base game, always blew my mind how it's like that. Same thing with like starbase cap should be modded. Like if I have 50 star base cap and I go to 51 starbases I should be counted as exceeding cap by 2% not 25 for every excess.
barkingnoise 3 Oct, 2021 @ 10:43am 
Very nice mod!