Stellaris

Stellaris

!!District Overhaul
Earth Dragon 27 May, 2019 @ 9:47am
Job Balance
So I am a big fan of this mod first and foremost. As primarily a flavor player, and a user of the Diverse Planets mod and Gulliman's, this really spices things up in the galaxy. Every new planet is a Unique experience as there are infinite combinations of things that can be found.

But, with much respect, your job balance is just not there. Between the amount of jobs produced by certain Districts, to the amount of resources produced by them, to the amount of different categories a single job will cover, to specialists in your mod not requiring inputs, there is a large space to get this mod more balanced and under control. The biggest problem is it isn't really balanced against itself with so many jobs and districts breaking away from the standard. I think a general rework of the amounts and categories individual jobs produce is a good place to start of bringing the reigns in a making a better flavor experience where you don't think you are missing things by not abusing what's there (Citizen Service and the Pilots for Example).

For reference you can look at the following link:

https://stellaris.paradoxwikis.com/Jobs

If you look at the Specialist jobs, these are jobs that require inputs in order to transition those resources to something. It simulates a skill position or highly practiced trade elevating your society. With a rare exception being the Colonists and Enforcers, all other specialists have these required inputs in order to get their benefits. This includes "event" jobs such as the Dimensional Portal Researcher. As it stands now, Park Rangers produce substantially more then a Culture Worker, in both categories, and have no inputs whatsoever.

Suggestion: Put a mineral input on Engineers (3), an Energy Upkeep on Physicists (1-2) and a Food upkeep on Rangers (1-2). Add a 1 trade production to Physicists to get them more in line with the others (I understand that the input of energy and output of trade can counter each other, but not directly, and of course you can get thrifty bonuses and the like) , take a good LONG look at the Ranger to come up with a better ratio when compared to CWs, Priests, and Managers.

For the workers, the amount produced by the District can't have TOO much bearing on how far they deviate from the rest of the of worker jobs. There are other ways, which are more thematic, to include some neat disparities. There are also a few that are just, bluntly, way too powerful. The Gardner takes the Prosperity Preacher, the champion of the working class due to it's potential downsides of only getting them when a Megacorp is ramming religion down your throat, and makes them look like chumps. This job is a Mary Sue saying "Anything you can do I can do better" and comes with plenty of housing, bonus specialist jobs, and no where else to be found worker level research. It's also okay for something to produce a single Unity, or trade, or fleet cap if wanting to incorporate those affects.

Suggestion: Limit special miners, technicians, or what have you to only producing 1 more then the standard, and try even creating jobs that go the OTHER direction, producing one less if appropriate. Use the link to compare and contrast against existing jobs, and other jobs created after they've been brought in line.

I appreciate the "not all districts are the same approach". This should be the case, and provides those unique approaches to every planet you land on and what to do with it at the end of the day (I'll be pleased as punch if the devs ever create a system where there are bonuses for having the minerals ON PLANET or the energy ON TAP sort of approach, but I understand it might be too complex). A wind farm and solar array are just going to work differently and have different results. Natural hunting and wild orchards are something different then a wheat or potato farm or even a Ranch, but the production of the workers should also be impacted for the negative in some of these instances and the Districts themselves should give resources inherently.

Suggestion: Have Solar and Wind districts produce energy not COST energy to maintain, but severely drop the outputs of the workers. Solar is the best stagnant (3 for district and 3 for the Job), while a diligent wind turbine worker will get the most out of a wind park. It would be interesting to add an effect where wind is inconsistent, but that might be too complex (1 for district, 5 for the Job). This makes these districts and jobs very attractive to prestage as they are still producing resources even if all the jobs aren't filled. Similar effects can do applied to nature farm, having the district itself produce the Unity (like 1-2, not 10 or something crazy. See deep space black site) instead of costing energy and then having the jobs produce 4 food versus 5 is a better angle, bringing everything a bit more in line.

This one doesn't really need a lead in at this stage:

Suggestion: After readjusting the jobs, just make sure premium district spawn rates are acceptable versus minor ones and the end result is more managable. I really think Pilots needs to be brought down to two jobs with their outrageous synergy with Citizen Service. I like the job, i like the synergy, it just shouldn't be THAT good. and slicing off two jobs makes sense. Also, look at things like the servants and livestock taking half a housing. Switching out that for the Ranger's unity boost might be interesting and more unique (hear's screams in the back as Unity farmers weep and wail).

I don't like Gaia worlds being strip mines and Nuclear Power plants as the standard. There really isn't any reason to wipe out terrain features on these planets. Agriculture being unlimited makes sense as the point of the Gaia is perfect biospheres, but mining the hell out of the place and putting up hydrodamns everywhere will change that REAL quick.

Suggestion: No more unlimited Gaias on the mineral and energy fronts. (My apologies if this is Gulliman not you, and if it is, I'll let him know my same thoughts. I love his mod as well, but there is too much whacky balance involved over there as well.)


Great work brother, this could just use a little more balancing though!
Last edited by Earth Dragon; 29 May, 2019 @ 5:19pm
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Showing 1-3 of 3 comments
troopersmith1 28 May, 2019 @ 11:48pm 
Thanks for the feedback! You clearly spent some time playtesting, and any other feedback you can provide is appreciated. There are a few of us debugging the mod, but more help is always welcome.
Kepos 8 Jun, 2019 @ 5:56am 
Absolutely backing this conclusion. I really love this mod and the new approach it brings into the game. Every single colony might now get a prospering part of the empire if the right districts will be found.

Unfortunately the new districts outbalance the economics of the game. There is simply no need for early expansion, as you might get all ressources out of a few suiting districts.

One point I really found totally out of space is the 'spaceport' district. I just spend one district point and do get 12 points on naval capacity. Hell, I have 2 planets in my current game, one with 12 slots, one with 9. Together I'll get 252 naval points out of those 2 planets. How should that fit into the game, when you get only 4 naval capacity out of a single station anchorage? This single district seems to be more like a cheat and breaks any fleet related game mechanism.

For me, those extra districts should be some rare gems that make new colonies unique and valuable. At current state it looks to me like somebody used a watering can instead.
Last edited by Kepos; 8 Jun, 2019 @ 5:58am
Cblue22 3 Nov, 2019 @ 9:53pm 
@Kepos the spaceport district might be balanced if you take away from how many stations you can have?
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Showing 1-3 of 3 comments
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