Stellaris

Stellaris

We've got a policy for that
Blu Macaw  [developer] 25 Jul, 2019 @ 3:20pm
New ideas
While mod is very complete at this point, it's basicly old "I've got a policy for that", but updated some new ideas might be worth following through. I have a few old ideas + I'm sure Koma also has them, but we are both more or less done here. Who knows, maybe there will be 3rd atteration of this mod in future?
Last edited by Blu Macaw; 26 Jul, 2019 @ 2:19am
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Showing 1-8 of 8 comments
kolokommouna 24 Nov, 2019 @ 12:20am 
an economic policy, like for how the economy works
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
Fracture 1 Dec, 2019 @ 1:17pm 
I've noticed you have fixed your mod to function well with gestalt empires, no longer giving us the right to basically cheat choosing policies that "reduce happiness". I'm not disappointed, even though I cheated like a Slav whenever I played gestalt.

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.
Blu Macaw  [developer] 1 Dec, 2019 @ 1:19pm 
Well there might be some issues with updates to that. My work with Koma was purely related to back then and so I don't know anything about his side. I know for sure I mod stellaris only when I feel like playing it. I honestly didn't even had one full run with our mod or any run at all. I deffintely made a skeleton and most of values etc. , but I for sure didn't add those restrictions. While we were makiign this 2nd version I almost exclusively did localization so that's another thing to remember.

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.
Doctor Proteus 12 Dec, 2019 @ 12:29am 
Hey there, I see you are, as far as I can tell, on a break over December, I would like to offer some help. Is it possible to get a hold of all of the text for the new Policies in a text document? I would like to lend a hand in amending spelling, grammar, etc... as well as offer alternative descriptions.

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.
Last edited by Doctor Proteus; 12 Dec, 2019 @ 12:32am
Blu Macaw  [developer] 12 Dec, 2019 @ 6:44am 
Well I see where you are coming from. I think I'm fine with tweaking it myself though. I won't lie. I had enough of stellaris for time period after I made this mod so I didn't actually make a field test with it. I have no idea how unbalanced it is in the long run.

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.
Diettinger 3 Nov, 2020 @ 6:28am 
I really love this mod. It really adds flavor to the game.
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.
Blu Macaw  [developer] 3 Nov, 2020 @ 11:00am 
A lot of good ideas here, thank you for your feedback. Unfortunately I haven't been modding for a long time and I don't think I'd have necessary skills to add those things, not even speaking about time. But these are valid points and you aren't first person to ask for that and I agree. If I could do anything regarding mods I would make this even more complete, sadly this won't happen for a long time if at all. My friend Koma, rebranded and I've started to hate programming in the meantime.

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.
76561199195327004 15 Sep, 2023 @ 2:00pm 
maybe something about ships? like maye a policy "lightships" which increases evasion, and sublight sped but decres shield,hull,armor points and weapon damge and the opposite way around?
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