Stellaris

Stellaris

Space Equilibrity
43 Comments
one third of a stable person 21 May, 2024 @ 9:09pm 
damn, wish this got updated, seems like really good and fairly balanced mod
Danetta  [author] 6 Sep, 2023 @ 1:59am 
@Patrick Schlesier
There is a strict maximum length limit for description, so I had to resort to this workaround to fit more text.
Patrick Schlesier 17 Feb, 2023 @ 10:12pm 
why can't you have normal text in the description that can also be marked? So you failed in the description!
JHF 6 Jan, 2023 @ 7:35pm 
Hey! I am going to leave this odd bug report here in case this mod is updated in the future! This is going to be a double-comment unfortunately due to the limitations of steam's comment system.

First, I just wanted to say this mod is great. I originally used this mod as a stand-in for Starnet when it hadn't been updated to the then newest version at the time, and found myself enjoying the changes made to the AI with this mod more than with Starnet. The AI Empires felt alive, and not just a greater strategic threat. It was a nuanced change that I appreciated!
JHF 6 Jan, 2023 @ 7:35pm 
Now the bug report!

I had recently purchased Toxoids, and upon booting up my game, I found I couldn't see any Toxoid content. I thought different "must-have" mods were culprits. I disabled/enabled mods to see what could be causing the issue, and found that with this mod disabled, I have all my Toxoid content. I am confused as to why this mod could possibly cause that issue, but it is!

If this mod is updated in the future, please consider this bug report! I greatly enjoyed the changes you made, and so has everyone else who discovered this gem! Thank you
Dunkin' Darius 21 Dec, 2022 @ 3:33pm 
@WP Yeah. A crying shame, really.
Zero_Sum_Outcomes 7 Oct, 2022 @ 9:46pm 
I have really enjoyed this mod and hope development is continued into the future.
WP 🥔 5 Oct, 2022 @ 9:12pm 
Crazy, just reading all those changes and like 90% of them are really good, big hits. Pretty criminal how little reception this mod got.
Ariphaos 30 Sep, 2022 @ 3:26am 
Hey, would you be alright with me incorporating bug/AI fixes into my unofficial patch?

With credit of course.
Gleem 4 Aug, 2022 @ 9:29pm 
With these changes, are lower difficulty AI vassals capable of handling stability on their planets so there aren't constant rebellions popping up?
Marcus Arabela 7 Jun, 2022 @ 3:36pm 
@hypersot - You're probably right. Plus I'm glad you mentioned Irony. I've not used it before and recently found out about it and wanted to check it out. It forgot it's name by the time I had time to search for it.
hypersot 4 Jun, 2022 @ 11:36am 
@Marcus Arabela,
I'm not sure what you mean. Check, for example, how shields are called in RP and how shields are called in EQ.

The way EQ setups gear for the ships -if I understand it correctly- will not be the same as the gear is setup for pirates in RP.
The pirates will use a different set of shields (if they work at all) which will not follow the vision the mod author has for that particular ship gear.

Is that not supposed to be something of note?

And, honestly, better use Irony instead of a text editor. Much less work that way.
Marcus Arabela 4 Jun, 2022 @ 7:20am 
@hypersot - I've looked through and compared the files of each mod via Notepad++, and haven't seen any possible problems. I would defer to Lynx though as the "Space Equilibrity" mod's developer as far as definite compatibility.

There are so many good mods out there that it would not be reasonable to expect Lynx to check them all.
Marcus Arabela 4 Jun, 2022 @ 7:11am 
@hypersot - I like using "the Pirate Republic" mod with my "Space Equilibrity" mod collection install. So far they seem to work good together.

the Pirate Republic @ Steam Workshop
MsL229 3 Jun, 2022 @ 9:25am 
Wow! This mod looks great, might use it at one point once compatches with some other big mods are confirmed xD
Danetta  [author] 3 Jun, 2022 @ 9:04am 
I will see what I can do regarding compatibility and separating AI changes from balance changes. It may take some time.
Wilmfe23 3 Jun, 2022 @ 12:30am 
With the AI my main issue with vanilla is that it's way too unbalanced. In the beginning you are pretty much at the AI's mercy because of all the huge bonuses it has and you pretty much can only survive because they programmed it to allow it.
While later on your empire is so much more efficient the AI is helpless against you no matter what they try.
Winter 2 Jun, 2022 @ 10:27pm 
@Lynx
Would you give permission for someone to release a stand-alone S.E A.I logic mod? Obviously with links to original.
Noodle 2 Jun, 2022 @ 12:13pm 
AI Logic only would be pretty awesome. This whole mod is friggin awesome too, but I would love to have just the AI Logic part of it :)
hypersot 2 Jun, 2022 @ 6:36am 
There is some amazing amount of work that has been put on this mod. It also fills a gap that I hope it would be filled for a long time now: an AI mod that favours flavour and personality over raw brutal force.

However,
I tried to combine this mod with other complementary ones (eg. realistic pirates, leviathans:rewritten, etc.) but the fact that a lot of gear has changed name makes it really hard (if not impossible without a patch) to do so :/

Although I like a lot of the changes (some of them I had already implemented via my own modifications), the mod is very restrictive in the mods that it can work with... probably because parts of some of them are already implemented in the mod(?)

Maybe what some people have already asked makes sense? ie. to make an AI-only version of the mod.
Winter 2 Jun, 2022 @ 12:56am 
@Orionox
I recommend getting Irony Mod Manager, sticking those three mods in a collection with this mod, run conflict resolve, analyze and you'll see what conflicts. Sounds complicated but it's really not.

The link is in my last post. You'll see links for a wiki & tutorials also. I recommend it for anyone using mods.
Orionox 1 Jun, 2022 @ 11:18pm 
you should add fleet bonuses to ships. Like corvettes add speed to ships that are not corvettes, destroyers add tracking to ships other than destroyers in their fleet.... etc. This would incentives building combined fleets instead of doom stacking a single ship type in each fleet.

Also, compatible with BSW3, PD, and Giga?
Tutsi Noncombatant 1 Jun, 2022 @ 8:37pm 
Submod for only ai is seconded. I have too many other mods would like this to be small
valzietine 1 Jun, 2022 @ 2:59am 
Can a submod be made with just the AI changes?
Danetta  [author] 31 May, 2022 @ 3:35pm 
@Fuzzy
Sector Automation is unchanged.
Fuzzy 31 May, 2022 @ 1:40pm 
Does this mod improve sector AI or just other AI empires
Winter 31 May, 2022 @ 10:05am 
@:meatm:
I just checked. Only has 176 conflicts which isn't too bad if you know your way around Irony Mod Managers conflict resolver.

https://bcssov.github.io/IronyModManager/
Qymm 31 May, 2022 @ 9:06am 
Is this compatible with Planetary diversity?
JenkoRun 31 May, 2022 @ 1:09am 
I love this.
Winter 30 May, 2022 @ 11:46pm 
Great mod. I especially like the A.I logic. I'm running quite a few mods that the other aspects clash with. What are the chances of an A.I Logic standalone?
Higgs Bon Bon 30 May, 2022 @ 10:14pm 
To add to @SaykodelikFare, can we get a version with just the ship balance changes?
SaykodelikFare 30 May, 2022 @ 10:38am 
It would be great if you also publish a lite version of this mod without balance changes. It would decrease demand for compatibility changes.

Your balance changes look good though, the game seriously need a ship combat rework. Maybe armor speed reduction is harsh since armor is not worth to use until pretty late game but I haven't tried the mod so I can not say whether it for sure. Anyways I am curious to try this mod in next playthrough :)
NguyenTen 29 May, 2022 @ 3:21pm 
Danetta  [author] 29 May, 2022 @ 2:50pm 
@NguyenTen
Probably. Can you give an example of such mod?
NguyenTen 29 May, 2022 @ 10:37am 
Is this mod compatible with other mods that also reduce hyperlane travel speed?
Bill Dipperly 28 May, 2022 @ 1:39pm 
Is there any plans for an AI-changes only standalone, at any point? As I'm interested in the AI changes, as I'm appreciative of the enhanced vanilla AI philosophy, not attempting to force min-maxing.

However, while not opposed to the other changes fully themselves, I'm a tad concern about the non-AI changes and usage with other mods. Or other overhauls to things such as combat.
Danetta  [author] 28 May, 2022 @ 8:28am 
@Porter
I haven't looked into these mods, but without the compatibility patches released for these specifically I'm afraid they might not be compatible.
Danetta  [author] 28 May, 2022 @ 8:27am 
@night_pryanik
It is better to start a new game.
Danetta  [author] 28 May, 2022 @ 8:26am 
@Cirdain
Yes, to a degree.
StarNet probably has a better AI overall (with stronger economy and better planetary management), but this mode also fixes the AI in certain places no other mod does.
Cirdain 28 May, 2022 @ 6:31am 
SO just to confirm, does this replace Starnet?
Porter 28 May, 2022 @ 12:43am 
think ill give this a shot hopfully worl well with nsc2 and esc planetary diversity and the such
night_pryanik 27 May, 2022 @ 9:19pm 
Is this ok to activate mid-game? Or new game is required?
Winter 27 May, 2022 @ 5:21pm 
This is brilliant. I see improved A.I logic.. i subscribe! Everything else is a bonus. Thanks.