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A suggestion, though, could you add an option to use something else, like alloys, in place of consumer goods since gestalt consciousnesses cannot produce them at all? I edited the mod in my game but I don't know enough to make it customizable.
I'm posting to confirm that Artisan Enslace Influence costs currently seem to be subject to a x5 multiplier, so that indicates fairly strongly that cost scaling is working.
I thought I was only on x4 cost scaling, but I do currently have 270 POPs, so I've gone above the threshold for x5 recently.
If anyone doesn't want to be automatically updated to the new hotness, they should subscribe to the old version .
Current status on the updates is that they're about half-done. (As you may or may not have noticed, I've also been updating all of my other mods.) Basically, the only sensible way to do this mod (to avoid typos and allow for future changes) is to use automatic code generation. Unfortunately, this is fiddly, relatively uninteresting, and even more time-consuming than a "normal" mod update. But I guess a deadline of Thursday gives me something to aim for.
Keep bugging me ;-)
Agreed on minerals becoming quite abundant in mid-game. One possible gameplay strategy to deal with this is to build one or more ecumenopolises - there are housing options that also provide a lot of mineral-using jobs. In my first run into the start of the late-game, I suddenly went from +hundredsofminerals to -smallamount when the pop count on the precursor ecumenoplis exploded.
Re. flavour events: Xenocidal empires cannot interact with the artists, so there's no need to worry about them. I also don't think empire type needs to be taken into account - I was planning on the flavour being linked to the campaign type. Eg: you can acquire a particularly choice location for your billboards - buy it (one-time +50I -500E) or do nothing.
So please give it a try. If it turns out to feel a bit off-key, then you can always tweak it later based on feedback.
In my experience, using the Glavius AI mod, Minerals become ultra-abundant even in the mid game, and largely impossible to sell on the Market (the price tanks and stays low), so any of the options that has a Minerals cost component are going to be very attractive.
@Peter34: Not yet. It took quite a bit of guesswork (and luck) to get the empire modifier working again. And now that I'm playtesting it, the cost seems almost ludicrously low. All of my previous thoughts about how to balance this now seem rather outdated.
BTW, here is my current most-favourite balance idea. Any comments?
(1) Change it to a 10-year constant modifier (instead of the current infinite duration).
(2) After 10 years, you get a call from the artisans asking if you want to renew. (See also #4.)
(3) Base costs ("I" = "influence/month", "E" = energy/month, "M" = minerals/month, "F" = food/month, "C" = "consumer goods/month"):
--- Unsolicited Mail: +0.5I, -10 E
--- Viral Memes: +1I, -30E
--- Billboards: +1I, -20E, -20M
--- Aggressive Marketing: +1.5I, -40E, -40M
--- Saturation Advertising: +2I, -60E, -60M
--- Bread and Circuses: +1I, -20M, -20F
--- Touring Games: +1.5I, -40M, -40F
--- Galactic Olympics: +2I, -60M, -60F
--- Cultural Masterclasses: +2I, -40E, -40M, -20C
--- Galactic Art Gallery: +3I, -80E, -80M, -40C
--- The Great Exhibition: +4I, -120E, -120M, -60C
(If you double the benefit, you either triple the cost or double the cost and also use the same amount of another resource.)
(4) On renewal, the actual cost of the buff scales with number of pops. (The other enclave buffs are +100% for every 60 pops, capped at 400%. I may or may not push the cap a bit higher.)
(5) Cleanup script + flavour event to remove v1 buffs
(6) (LATER! MAYBE!) Different flavour events for each kind of marketing campaign
---
For reference, in my current game I've recently hit the +400% mark and could just about afford the +1I options (-150E or -100E-100M or -100M-100F) in the long term. I could perhaps tailor my empire to hit +1.5I, but I think +2I is impossible. But I can imagine late-game empires that could easily afford even the most expensive option on +400%. This seems fair, given that a lot of influence-gain options have been removed in the last few patches.
We play Sunday afternoon, European time. Do you want to join?
My vague plan for the scaling is to silently update the size of the mineral/energy drain as your empire increases/decreases in size. It would be nice to have a continuous sliding scale, but I suspect that, in practice, I'll need to use stepwise changes.
For stepwise changes, the step size needs to be pretty small - I don't think it'd be good to have large hidden swings in net mineral/energy income from one month to the next. (Unless it's as a result of conquest.)