Stellaris

Stellaris

Planetary Survey Corps Nerf
13 Comments
davidb11 12 May, 2017 @ 10:21am 
Would be a little redundant to update it after the nerf to 1/10th in 1.6.0+
Khanna 12 May, 2017 @ 10:19am 
Could you update this for 1.6.1? Thank you.
Peter34 27 Apr, 2017 @ 9:22am 
That would be nice, yes!
Northern_Gryphon 27 Apr, 2017 @ 7:29am 
Paradox have announced plans to nerf it to 1/10 of your research, rather than 1/3. Is it possible to get a version to do this until we get it in the game?
Peter34 23 Apr, 2017 @ 7:42pm 
5/5/5 seems to work fairly well. Maybe the nerf is a bit too hard, though, and 7/7/7 would work even better?

Alternatively, have the amount increase. The first 25 scans give 3/3/3, the next 25 gives 4/4/4 and so forth up to a max of 8/8/8. That's total scans for the empire, not for each individual ship.

But this mod is at least a lot better than vanilla 1.5.1, as it is now.
Peter34 21 Apr, 2017 @ 3:45pm 
Thanks for making this mod! The vanilla effect is clearly unbalanced. I'm not sure if this mod doesn't nerf the Tradition too hard, but I'll try using it, then return later and share my thoughts on whether it nerfs too hard or just right.

(Another thing I'd like to see nerfed is the Mastery of Nature Asc. Perk. I think maybe it if reduces the M/E cost of Tile Blocker removal by 90% instead of 100%, it wouldn't be so silly attractive.)
Meltup 21 Apr, 2017 @ 7:12am 
Cool! And thanks for mod! :nepnep: Not only that thing seems to be broken but it also puts Wormholers at significant disadvantage.
Eschatron 9000  [author] 21 Apr, 2017 @ 7:08am 
It's for all three.
Meltup 21 Apr, 2017 @ 6:57am 
Is it 5 research points for Physics, Society and Engineering? Or just 5 research points for only one of them?
davidb11 20 Apr, 2017 @ 3:13pm 
Oh. THank you for explaining that. I didn't realize how the game registered how tech progression worked. I'm still somewhat new to all the mechanics of the game. :)
Eschatron 9000  [author] 20 Apr, 2017 @ 3:11pm 
Stored research is used up at a speed equal to your current production of that research. Meaning you can, at most, double your research speed from a stockpile. Normally stored research is an occasional bonus. In older patches you would have an empty stockpile most of the time except from anomalies etc.

But with vanilla Planetary Survey Corps, some open borders and 3 science ships roaming, you can store more research per month than you produce, basically doubling your science for very little effort over the entire midgame. This is super broken and the AI doesn't understand it, so it lets players dominate the game almost by accident.

The mod isn't a perfect fix, but it does the basic job of making teching go at normal speed again.
Khanna 20 Apr, 2017 @ 2:58pm 
Nice!
davidb11 20 Apr, 2017 @ 2:57pm 
I'm not exactly how certain how powerful this is. Research points go into a pool, and it's never used the full pool every month to determine how to update the cost of a tech.
Could you explain to me how it was so broken, because I'm feeling I'm missing something major about how research works in the game.