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As for now, the player is much more a simple watcher of the whole process. One test after the other, one doctrine after the other, but there is no further interaction. Keep the players involved by giving them choices and alter the outcome with that choices. It shouldn't be fixed to get a specific army with the first doctrine, it shouldn't be fixed to get aircraft army with the second doctrine. In fact, you can (hidden) build some possible outcome rooster not different as the choices one makes in usual research, while players have to guess where the answers/choices on given questions may lead their army doctrines.
Second, for now, all your army enhancements (currently testing the second doctrine) are only positive outcomes. There is no failure in that, but evolution is more like try & error. For every given enhancement there should be also a negative outcome. Let's say in the first doctrine, where you (should) get the shock army. A so-called 'shock army' may also cause major unrest for your people, as it may be used to seize citizen rights. Or think about the mechanized assault army...in history, this step was a major footstep to planetary war. Let the outcome have direct relation toward players ethics and it would become much more balanced and also much more fun. Like, mechanized assault army (tanks) would be more expensive for peaceful ethics, while it should be cheaper for the warmongers. Something like this. Or let peaceful ethics be much more successful in researching defensive doctrines, while warlike ones are better suited to attacking doctrines. This could be spread out for all ethics (common modder's sense is to stay with the usual Paradox' ethics) so it'll get a wide base for further development.
Just encountered the Standardized Soldier Equipment and the Adapted Soldier Kits in physics research branch. Both enhance defensive armies by 1000%. This seems a little bit OP. First one unlocks the Combined Arms Army and the second one unlocks the Planetary Shock Army, which you didn't state in BUGS channel.
First before i say anything thank you for giving me your thoughts and suggestions on how to make the mod improve. i really apreciate the feedback and the detail your giving to helping me improve the mod.
1. The current method of acquring army experience through an event change is very simple straight proccess and ive already planned to include negative outcomes and positive outcomes during the tests but I really liked your idea of player influenced outcome for gaining the experience. Im currently working on several new additions to improve flavor and add custom events but i will be revisiting these chains in the near future to make them more fleshed out.
2. You mentioned ethics based doctrine outcomes and I was really sold on the idea but I wouldnt think it would work well as part of the baselone army experience event chains. however I can see it being an independent chain all of its own that branches out into nuemorous types of schools of thought (Mass conscript waves, Technological domination, material warfare etc.) and the potential of personalization and customization to whatever route the player empire is taking would be immense so that would be the angle I would approach it from and I will definatley add this concept to my todo list for the future.
3. As i mentioned in the bug thread the 1000% defense army stat buff is meant to keep up with the latest versions of Assault armies unlocked within the same tier. my original intent was to create defense armies with the same level of strength as the ones added by the buff but stellaris engine mechanics make that very difficult.
Thank you so much for your advice and the insights you provided and im excited to work on these new ideas. and please dont think twice to post essays lol. This is how improvment is made. Thank you again for playing Army & General Staff.
Before you do not get AI into using your mod, there is no need to use anything except the first Shock troopers. It is totally OP as it is only player driven.