Stellaris

Stellaris

!CGM: Planets Enhanced
 This topic has been pinned, so it's probably important
ExNihil  [developer] 23 Jun, 2018 @ 4:04pm
Balance, Suggestions and Requests
Please post in this thread any input you have on the mod's balance and your suggestions and requests for improvements.
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Showing 1-15 of 16 comments
Classic Az 23 Jun, 2018 @ 8:58pm 
Consider lowering tile blocker costs to allow growth rates in line with vanilla. Body of water can be cleared from day one but costs 400 energy and is super common.

Consider providing boosts to research due to all the extra buildings that now require research.
Last edited by Classic Az; 23 Jun, 2018 @ 8:59pm
Olterin 24 Jun, 2018 @ 12:19am 
I would suggest making it possible to terraform all the rocky planet types by the endgame, even those without the terraforming candidate modifier. With the idea being that a terraforming-oriented empire should be able to have as much planet density as someone who goes with Voidborne+Master Builders. To make it balanced this would require the terraforming projects to cost influence on the scale of a habitat, as well as having an ascension perk (World Shaper, perhaps?). Could possibly be done by buillding a "terraforming station" megastructure in orbit which adds the terraforming candidate modifier upon finishing

Edit: And probably be an either/or thing, i.e. not possible if Voidborne has been picked as a perk.
Last edited by Olterin; 24 Jun, 2018 @ 2:40am
Originally posted by Olterin:
I would suggest making it possible to terraform all the rocky planet types by the endgame, even those without the terraforming candidate modifier. With the idea being that a terraforming-oriented empire should be able to have as much planet density as someone who goes with Voidborne+Master Builders. To make it balanced this would require the terraforming projects to cost influence on the scale of a habitat, as well as having an ascension perk (World Shaper, perhaps?). Could possibly be done by buillding a "terraforming station" megastructure in orbit which adds the terraforming candidate modifier upon finishing

Edit: And probably be an either/or thing, i.e. not possible if Voidborne has been picked as a perk.

This would make the game lag super-bad lategame.
I suggest to stop resource tech clutter, that whenever you find a resource, you gain that tech as an option. That way it would not interfere with normal research. The obvious exception would be Zro, of course.
Last edited by Chastity the Celibate; 24 Jun, 2018 @ 3:31am
< blank > 25 Jun, 2018 @ 10:11am 
I suggest separating strategic resource count for habitable planets and strategic resource count for systems into two options. My reasoning behind this is that I play a lot of .25x habitable planet games (for both reducing end game lag indirectly and for making worlds strategically valuable/terraforming more viable). Being able to increase strategic resources for habitable planets makes them that much more strategic to control. However I don't want to flood the galaxies systems with a bunch of strategic resources as well, nullifying the importance of vying for planets to get these special resources.
Fokinell 25 Jun, 2018 @ 1:34pm 
Any chance you would be willing to add starbase buildings for L cluster resources?
🌺 26 Jun, 2018 @ 4:56pm 
Please consider using habitat capitals on asteroid colonies. As-is I've had to make my own patch to make buildings like the Spare Parts depot consider the asteroid capital equivalent to the habitat and upgraded planet capitals so that I can upgrade them.
Originally posted by Sɑtch:
Please consider using habitat capitals on asteroid colonies. As-is I've had to make my own patch to make buildings like the Spare Parts depot consider the asteroid capital equivalent to the habitat and upgraded planet capitals so that I can upgrade them.

Your not supposed to build those buildings on Asteroids. Only the designated ones.
🌺 27 Jun, 2018 @ 10:33am 
Originally posted by xnadu27:
Originally posted by Sɑtch:
Please consider using habitat capitals on asteroid colonies. As-is I've had to make my own patch to make buildings like the Spare Parts depot consider the asteroid capital equivalent to the habitat and upgraded planet capitals so that I can upgrade them.

Your not supposed to build those buildings on Asteroids. Only the designated ones.
I see. In that case, for consistency and aesthetics, you might want to override those buildings from vanilla as well. I've noticed you're already doing that to block power hubs from habitats. Looking at this I've also noticed that your capital has an erroneously written modifier, a flaw it shares with your buildings overhaul mod.
modifier = {
#this is the base building output using overhauled stats
OR = {
is_synth_empire = no
is_machine_empire = no
}
resources = { food = 1 }
}
This block will always evaluate to true, as a machine empire is not a synth empire, and a synth (or anything else) empire is not a machine empire. Instead of using OR={ is_synth = no } you should be using NOR={ is_synth = yes }. My determined exterminators probably don't care all that much about creating organic foods.
Last edited by 🌺; 27 Jun, 2018 @ 10:34am
ExNihil  [developer] 27 Jun, 2018 @ 3:05pm 
Originally posted by Sɑtch:
Please consider using habitat capitals on asteroid colonies. As-is I've had to make my own patch to make buildings like the Spare Parts depot consider the asteroid capital equivalent to the habitat and upgraded planet capitals so that I can upgrade them.

I cant do it without breaking compatibility. What building should be absolutely enabled on asteroids? Please post in suggestions thread and I'll see about CGM: buildings supporting this.
SchmuserBatRef 28 Jun, 2018 @ 1:17am 
Please make it compatible with alphamod! I always get a crash.
Homozygote 5 Jul, 2018 @ 2:39am 
Suggestion for planetary projects - Make a failed planetary project add a temporary negative modifier to the world to reflect the disruption caused by the disaster. Like -20% mineral/energy/influence income or something.
Zergash (Jan) 11 Jul, 2018 @ 5:15am 
Hi there! Would it be possible to request a Compatibility Mod for "the Belt" ? Currently all your new asteroid types do not mix with his asteroids, and I think that would be a great idea to mix them in general?

Or should I just get rid of the Belt?
Originally posted by Zergash:
Hi there! Would it be possible to request a Compatibility Mod for "the Belt" ? Currently all your new asteroid types do not mix with his asteroids, and I think that would be a great idea to mix them in general?

Or should I just get rid of the Belt?

You should probably just get rid of the Belt
Lordfil 5 Aug, 2018 @ 6:24am 
Originally posted by ExNihil:
Originally posted by Sɑtch:
Please consider using habitat capitals on asteroid colonies. As-is I've had to make my own patch to make buildings like the Spare Parts depot consider the asteroid capital equivalent to the habitat and upgraded planet capitals so that I can upgrade them.

I cant do it without breaking compatibility. What building should be absolutely enabled on asteroids? Please post in suggestions thread and I'll see about CGM: buildings supporting this.

i think you should only be able to make the asteroid buildings on a asteroid, and then maybe the stronghold (or an asteroid variant of it) and the shield gen.

also im able to replace the asteroid capital with a planetary capital, which kinda beats the point of it, and then build higher tier buildings :/
secondly, maybe give the asteroid capital a bonus to buildings next to it, because a bonus of 0 is... yeah...
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