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btw there's a bug with that;
opinion_trade_gift = {
opinion = {
base = 0.1
}
accumulative = yes
max = 1000
decay = {
base = 20
}
should be (and really changing max is just making a change because you can type heh)
opinion_trade_gift = {
opinion = {
base = 0.1
}
accumulative = yes
max = 20
decay = {
base = 5
}
and for sake of discussion I'm going to try;
opinion_trade_gift = {
opinion = {
base = 0.25
}
accumulative = yes
max = 100 #this really doesn't matter too much
decay = {
base = 3
}
from vanilla
opinion_trade_gift = {
opinion = {
base = 1
}
accumulative = yes
max = 100
decay = {
base = 2
}
all the best mate
Shortly speaking the main problem with AI diplomacy is that it's not quite moddable. A lot of things cause all-or-nothing behavior. It is possible to eventually create a discrepancy between AI behaviors but probably it's smarter to wait until we have diplomacy DLC which may make diplomacy more moddable overall. I think I've found some balance where most war declaration make sense and they do declare war when they need to do it, but it means that sometimes their wars are going to be a bit badly thought-of.
I've changed the opinion to
opinion_trade_gift = {
opinion = {
base = 0.1
}
accumulative = yes
max = 1000
decay = {
base = 20
}
To make it possible to get +100 relations with the AI. I think the default vanilla handling of bribes is very bad, the amount of relation boost you get does not scaled depending on AI size, if you give AI 1000 food will get the same boost both if they are one-planet minor and if they are galaxy-spawning empire with 1k food income per month. This means that bribing eventually becomes overpowered anyway. With modified bribing, it can be used to get AI to cross relation threshold if you need just a few relation points for that defensive pact and it can no longer be used as a get-out-of-jail-free card.
If you want an AI to protect you in exchange of resources, become a tributary, that works perfectly fine in starnet. I modified AI acceptance, so most of them will accept such offers.
I still see a pretty huge problem with the gift opinion though, it's just not worth it, it's so very little.
And I'm not even saying it's not good, I'm saying there's no reason whatsoever to give a gift under any circumstances. You'd have to give the AI 100k in resources to get a descent enough result.
The decay is also way to high, especially for what's being invested (not that anyone would gift anything really).
What is effectively being done is removing the option to gift anything, which is fine if that's what you want to do, I disagree with that concept myself but others might be good.
Another question is, since gifting is completely useless, does the AI take that into account when they are gifting resources, I've not noticed how the ai gifts to ai but if gifting is useless then the ai shouldn't gift at all.
Dealing with scale would need a complete overhaul of gifting which is beyond me how best to implement, clearly having the ai understand any new change would be an issue as well. The easiest way would probably be to scale the gifting based on the game year, still inaccurate of course but easiest.
A better solution would be to base it on something like administrative capacity usage, and the best solution would be to actually evaluate the AIs gifting as it relates to the other empires production of resources.
None of those are perfect but they're food for thought.
I'm sure there will be some awesome changes to diplomacy sometime in the future, there's a lot of material from other games paradox can use for ideas, and porting over concepts from other paradox games like eu4 certainly will go a long way. Whatever they do I'm confident that it will very modable as they should know that the community is the best place for innovation such as this mod.
I am liking generally how starnet works otherwise, I'm not in favour of the harsh overall modifiers used after taking a deep dive into the code, but I certainly agree its better than the base game, personally I'm currently trying a gifting opinion of 0.25 and 0.33 with a decay of 4, and I've also gone through and updated ethics opinion to a little less harsh than you have done, I don't mind a challenge, I just don't like starting with a head wound. heh
Starnet also means that over time there's going to be a lot less AI empires hanging around. I've found that's been a pretty good result.
I'm trying to find the part of the base code related to trading communication links and the inherent value but for some reason I don't see it. Any chance you've noticed where it may be hiding?
Finally, I'll say it again, as it stands gifting is basically useless. 8^)
I don't think I'd play Stellaris without this mod (and some gentler mod mod changes).
That's not entirely true. How much trade acceptance and how much opinion you get in turn depends on what and how much they need. It's true that you can almost always find something to push em to 100 but it varies from empire to empire what exactly you need.
And they also have caps.
For example in my current game one empire gets me 11 trade value per 1K food up until 13K and then it's 0 immediately. The next empire of similar size caps out at 4.1K food (also 11/1K). Next empire caps at 9.1K but values it at 8/1K. A smaller empire caps at 4.5K but values it at 14/1K.
So there is some variance and I assume it depends on demand, production and reserve.
You can also find trade deals were the other empire doesn't even give you 1/1K.