Stellaris

Stellaris

Improved Production Tech - Rebalanced (OBSOLETE)
26 Comments
Comrade Phoenix 11 May @ 5:07am 
Thanks for all your work on the mod over the years.
Kenhel  [author] 10 May @ 6:33am 
not needed actually since the new update actually fixes this issue to be exactly like the throughput techs in victoria 2
LauraTons 8 May @ 2:27am 
needs rework for 4.0 because this mod hasnt been updated for new pop/job numbers. (capital building basically broken)
Destwin 3 Jul, 2024 @ 5:57am 
Are we getting an update?
Km'te 29 Jan, 2024 @ 3:29am 
I think creating a new .txt file with just the base scripting for the buildings copy pasted with changed modifiers should overwrite the building without affecting compatibility
Kenhel  [author] 22 Jan, 2024 @ 12:27am 
Sure, just remind me tmr by commenting on my profile
lazybones535 21 Jan, 2024 @ 7:17pm 
would you be able to make a mod that just removes the tech?
Kenhel  [author] 21 Apr, 2023 @ 9:40pm 
Alright, I'll go download the mod and check it, thanks!
bluegreen1024 21 Apr, 2023 @ 10:03am 
The mod I'm thinking of is Carrying Capacity. It adds a planetary deposit that claims to multiplicatively modify pop growth, and it seems to be working alongside other mods. Some of the screen shots and description on the mod page are out of date, and I have an ingame screen shot but I don't know how to post screenshots here.
Kenhel  [author] 20 Apr, 2023 @ 10:43pm 
I am not sure about the multiplicative modifiers as Stellaris modding is very poorly documented compared to say HOI4, so unless you could provide the mods you mentioned, I will be able to reverse engineer it because as of right now I cannot think of any multiplicative modifiers that gives a multiplicative effect compared to a simple percentage increase in the base game, thus nothing to use as reference for reverse engineering.

However, I do believe it is possible with some work around like adding to the base production and cost, but that will involve changing the production of EVERY SINGLE individual job, it will also not be compatible with any mods unless I make a patch for it, it'll also be a nightmare to make and update for a single dev like me, so unfortunately no, I am not able to do it.
bluegreen1024 20 Apr, 2023 @ 6:11pm 
So does Stellaris modding allow for multiplicative modifiers? If you could do something like "output x 1.10" and "upkeep x 1.10" that would keep the ratios the same no matter what other modifiers you have. I seem to recall some mods using multiplicative modifers for pop growth/slowdown. I agree that the vanilla techs seem broken as they are.
Bluetail 20 Apr, 2023 @ 8:13am 
No worries, it still worked regardless.
Kenhel  [author] 20 Apr, 2023 @ 5:05am 
Apparently it didn't go through on my end and I've only realised this after I started playing Stellaris again today so yea sorry bout that.
Bluetail 1 Apr, 2023 @ 6:27am 
Have you updated it? Curious, steam says it hasnt.
Kenhel  [author] 17 Feb, 2023 @ 2:07am 
Alright, will update it this weekend, I did not realise that it was outdated, so thanks for telling me!
borsk 16 Feb, 2023 @ 10:05pm 
I like this mod. I would appreciate it if you updated it to 3.6. That update changed the number of roboticists/replicators capitals provide
Ave Imperator 11 Dec, 2022 @ 8:49pm 
I know this is a month late but Wilmfe you are either asking for every modifier in the game to be changed or are not understanding the basic problem behind the tech. No it isn't getting the same output with less pops, the jobs do not decrease. No this isn't more ore for more steel, because it's still not an equivalent exchange.
Airstor 10 Nov, 2022 @ 7:42pm 
Montu would be Proud.
Wilmfe23 4 Nov, 2022 @ 4:52pm 
Indeed. So you can get the same amount of work done with fewer people. Still requires the same input though.
Kenhel  [author] 4 Nov, 2022 @ 4:56am 
you can also think of the current buffs as making it more resource efficient or new methods
Wilmfe23 3 Nov, 2022 @ 12:58am 
I like the idea though of your upkeep going up with your output. That to make more steel you need more ore.
Kenhel  [author] 2 Nov, 2022 @ 5:26am 
This will still be terrible as +10% upkeep is still way more impactful than +10% production, +10% upkeep could simply double the upkeep if you had a -90% so no, it is either remove the upkeep or figure out a way to make the +10% upkeep and production be multiplicative with everything else
Wilmfe23 1 Nov, 2022 @ 2:01pm 
While you are right in your observation I kind of feel the balance fix should be the reverse. That the even ups and downs remain and everything else is brought down to match.
TehF0cus 26 Oct, 2022 @ 3:50am 
Front Page Mod Moment.
Subscribed.
Kenhel  [author] 23 Oct, 2022 @ 5:51am 
It was meant to be similar to the throughput techs in Victoria II where you produce more goods but have a proportionately higher upkeep, keeping the efficiency the same, for example if 1 mineral produces 2 alloys, all this tech would do is make it 1.2 mineral into 2.4 alloys, keeping the ratio the same.

However, Paradox failed basic math and did not realise that they need the +10% to be multiplicative with other bonuses, if it just simply adds on to the other bonuses, as I explained it is simply terrible.
greatswizard 23 Oct, 2022 @ 2:21am 
neat, I never really understood why this research was a thing in the first place tbh.