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like feudalism and socialism, for their respective traits (although please take a look at this mod if you do the second: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1316315912&searchtext=communism)
monopoly capitalism for megacorps and yada yada yada
But what about policies designed for gestalt empires? Hives and machines are very different from one another, and even the different civics you take can make a HUGE difference with a gestalt empire, but since your mod is so awesome, I propose we start some sort of discussion on new policies for gestalts.
Right now I kinda have a very depressing time till christmas so even if I wanted all spare time I will spent on relax not working. But for you and any other person wanting more you can message Koma. If he agrees then maybe we can do something together one more time in future.
Although I have not gotten into the meat of the mod yet, since I am literally just taking a quick look at what the policies are in-game before I start playing Stellaris again for real when the next major update hits, I have noticed a severe imbalance in + and - effects at the very start of the game. Remember, all these effects are stacking, and there are an awful lot of -Happiness and -Energy effects going around... after switching the Policies to what I felt was correct for what my Empire represented, I ended up -25 Energy per turn at the very start of the game.
Instead of starting everyone off with default policies that have various forced negative and positive effects, most if not all default policies should have no effects, so that their base production is not instantly ravaged. As it currently stands, everyone is being railroaded into certain things, like specific ethic attractions or major hits to their energy production, among others. I also notice an inordinate amount of severely steep negative effects. I think you should really consider balancing things some more.
I'd be willing to come up with some balancing suggestions some time soon.
And well if you want a full .txt well I don't know. If I gave you and you even did fix balance and maybe came up with better descriptions then it would seem like I didn't really do the mod. And I'm now letting you know my ego might not stand that. But there's nothing I can do to really stop you as file is public a.k.a. steam workshop files aren't encrypted, you can go through files and change anything there if you really want.
Another thing is that I don't want mod to be really well balanced, I don't want it to ruin you totally so there's a field to fix that, but the truth is real government has to spend money on everything, I want to make that painfuly clear that education and healthcare are overpowered, but are expensive as it can get. and getting extra money hurts you heart. I do agree it might not be on start of game very well balanced, as you and few other people did show throughout year, but it does get good later with the planetary policy I believe, far better, but I really need to witness it firsthand and so I will wait for the update to play game myself.
But I don't won't to make you feel bad or unapretiated, no. I think it's just more of doing things yourself feels better for onself. Still if there's some huge balance gap anywhere let me know that, I will gladly edit file for this, I'm also fixing typos if they come up. Someone made a nice list so I doubt there are any more unfixed, but you never know.
Anyways thanks for intrest.
Just an idea: I like to adjust all of my research, policies and edicts before I take the game off pause for the first time. It would be nice if:
1. The Policy screen showed the sum of the impacts of all of my policies. Ie: The sum of my negative energy credit policy effects; the sum of my research policy effects.
2. The Policy list be sorted by government department: Interior (Including Policing, Environment, etc); Foreign; Industry; Labour; Health and Welfare; Education; Defense;
3. I could just load all of my policy presets.
#1 is to prevent people from creating truly unmanageable empires before they start... we are stuck for 10 years...
Policy Ideas: Using policy to set the duration of policies and elections. Too low and it causes instability. Too high and it causes unhappiness and instability.
But I'm glad you enjoy the mod. I didn't ever expect it to blow that much, but I'm happy for those who had some fun with it as well.