Stellaris

Stellaris

elk_tall [EOL]
12 Comments
e1k3  [author] 12 Jun, 2022 @ 2:35pm 
@Livnthedream
well lets agree to disagree then. not even sure why you bother commenting here in the first place anyway, since you obviously neither have played the mod nor are you interested in the concept. whats your goal here? you want me to delete the mod, admitting under tears that you were oh so right? you have this rigid idea of what you think tall should be, i disagree. lets leave it at that

have a nice evening
Livnthedream 12 Jun, 2022 @ 1:25pm 
@e1k3 I read your reply. I think you have deliberately missed the forest for the trees as what you *want* those things to do, don't actually do.

Let's try this from a different tack. The point of "tall" is to be a challenging playstyle. You are buffing it to the point that it's superior to Wide. You are effectively removing the playstyle by doing so.
e1k3  [author] 12 Jun, 2022 @ 7:03am 
@Livnthedream did you read my reply at all?

i fell you still havent understood that this mod does not do any game wide changes for the most part. wide still has the regular empire size formula. they are still limited in the way you keep suggesting. only if you pick one of the civics before game start you will be subject to the tall changes.
Livnthedream 12 Jun, 2022 @ 6:54am 
@PurplPanda TIL "Interesting and fun" means overpowered. Tall is supposed to be "weaker", It has less room to make mistakes and takes more time to snowball. The balance changes Paradox made were to keep it viable, not attempt to put them on par. The "tall gets science" is total bs, because everything is downstream from pops, and wide has more of them. Which is why pops absolutely need to add to Empire size. It lowers the efficiency of tech so Wide doesn't just efficiency it to death.
e1k3  [author] 12 Jun, 2022 @ 6:43am 
@PurplPanda
thank you for the kind words, very much appreciated! If you have any questions or issues dont hesitate to let me know :)
PurplPanda 10 Jun, 2022 @ 11:29am 
This is such a great mod. It's not a balance mod, like the other commenter suggested, but a way to make a tall empire more interesting and fun, and honestly, that doesn't need to be perfectly balanced. The research buff definitely makes a lot of sense, as you tend to be rather limited by building slots, and it gives tall a tech advantage. I feel like paradox itself is trying to make wide the playstyle for sheer alloys and mineral printing, with things like subterranean, and tall a more viable research-focused thing, where you can produce a lot with very little.
e1k3  [author] 9 Jun, 2022 @ 11:42am 
@Livnthedream
i wrote a detailed reply too long for a steam comment, detailing my thought processes on most of your points. please refer to this image:

https://imgur.com/a/BNgVlEY
Livnthedream 9 Jun, 2022 @ 10:39am 
>directly rewards you

No it doesn't. Territory doesn't give you power. Pops do. You only go for territory in order to be able to generate pops. Pops being a significant increase to empire size *is* your balance mechanism. What you have designed isn't a "reward", it's an excuse to give you free power by exploiting other sources of pops.

As for the rest, that wasn't rude. It is basic noob mistake territory. You are throwing a boatload of modifiers in ways that make little to no actual sense. Why the tech boost when you don't have any of the tech cost? Why would Tall get free tech? How do you figure .6 pop growth per planet is supposed to compete with 3-4.5 in a typical empire? Why are you buffing Clerks when they are objectively terrible? Even with your buff.
e1k3  [author] 9 Jun, 2022 @ 9:53am 
i have it loaded last in my mod set, but i also dont use many other mods besides visual / ui changes.
i can also provide you with a full list of which files i made changes to, if that helps.

i also hear irony mod manager is very helpful in finding and solving mod conflicts.
pkss21 9 Jun, 2022 @ 6:24am 
Definitely going to give this a try. Any known compatibility issues with other mods or load order recommendations?
e1k3  [author] 8 Jun, 2022 @ 6:27am 
no empire size from pops but increased size from everything else directly rewards you for having few colonies, systems and efficient districts that provide more jobs per district, all naturally encouraging you to concentrate your empire on ecus and ring worlds.
going wide with this civic severely cripples your tech and unity output.

the mod also has several ways to notably boost your pop growth, with a fully upgraded ecu growing pops about 4x as fast as a regular planet, helping to make up for the reduced pop growth from having fewer colonies than wide.

as for the last line, not sure why you are both impolite and also obviously dont know what youre talking about yourself, since there are only very few changes affecting all empires. for virtually anything in this mod you have to have one of the civics. otherwise its just a regular, vanilla, game. not very "remove wide" i think.
Livnthedream 8 Jun, 2022 @ 1:03am 
>- Removes empire size from pops, increases empire size from districts, colonies and systems. raises penalty thereshold but also increases penalty effect

^ That does the opposite of what you think it does. Wide gets more pops, faster, than Tall does. Empire size coming from pops is one of the bigger ways you bring them closer together.

Much of the rest is just "Remove Wide" noob stuff. This isn't an enhancement of a playstyle.