Stellaris

Stellaris

Stellaris: Beyond the Sky (UPDATED FOR 3.3.X)
 This topic has been pinned, so it's probably important
SpaceRice  [developer] 28 Jun, 2020 @ 12:37pm
Game Balance Discussions
Setting up a Balanced Game Start

Below are my optimal galaxy generation settings for this modpack.

The main limiting factor in any game is the performance in the late game. And the AI in this modpack have been buffed to a large degree, so you will have the potential to see thousands of pops in an empire by 2400 if you don't limit them. So, as a rule, I would recommend that you play on a medium sized galaxy (600 stars) with 50% habitable planets to limit the amount of potential pops in one galaxy. Also limited habitable planets creates an interesting gameplay loop that far increases the value of important systems, which ties into the more limited starbase capacity and more valuable terraforming tech.

Remember that the AI is also Starnet AI, meaning that Grand Admiral will really kick your ♥♥♥ if you aren't ready to suffer. To put it in perspective, an average Grand Admiral AI will have around 10k-20k fleet power before 2240, while your average Commodore AI will have about 5-6k, and your average Ensign AI will have about 1k. I would recommend Commodore AI with difficulty scaling, but if you really want to suffer, choose something higher.

There are loads more technology in the tree, so I would recommend around x1.5 tech scaling

This pack also plays on increasing the difficulty to manage large empires without increasing the annoying micro, so instability/crime matters a whole lot more. Appeasing factions and pop happiness actually matters for normal empires now, as a crime-ridden/unhappy populace can very easily rebel and fracture your empire. Rival empires will also actively encourage rebellion in your territories, whether its through espionage, propaganda, or mass religious conversion. To make this even more fun, I would recommend you set Potent Rebellions into Hard Mode in your policies once the game loads up.

Beyond that, all other settings such as dates for mid/late/victory years, number of wormholes/hyperlanes and all other things are your personal preference.
Last edited by SpaceRice; 17 Sep, 2020 @ 7:19am
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Showing 1-6 of 6 comments
Found some sort of exploit in solo and multiplayer, I think it needs to be fixed or limited in some ways.
When playing around trade attractiveness, it's possible to gain more with any AI on a monthly trade, while it's not an issue against regular AI since they will declare war against you if they reach 0 in any ressource; with Fallen Empires they won't declare war even if they reach 0 and beyond on any ressources (making a Lost Project Origin way to overpowered).

As such in multiplayer we are to ban this build since it will reach a point where you have infinite ressource to play with at a very early stage of the game.

Adding a ban to trading with Fallen Empires or some hard CAP on trade attractiveness (150%) should fix the issue.
SpaceRice  [developer] 5 Jul, 2020 @ 4:54pm 
Yeh that's really odd, I'll have to do more testing with trading with fallen empires. It seems weird that fallen empires trade at all with you to begin with, I'll see what I can do to fix that.

thanks for the input.
SpaceRice  [developer] 6 Jul, 2020 @ 12:06pm 
@Boxxy Trap Morningwood I don't think there is an easy way to fix this immediately, it seems that I might have to make a custom mod adding a cap on trade attractiveness.
Thanks for your rapid answer. I tried to test limits this exploit. And I can't be sure if any Fallen Empire reach 0 ressources. Anyway having the production of a fallen empire early on is just clearly cheating.
In the first place, I can't understand the idea of behing able to force any AI to trade for more ressources than that you provide... Maybe an hard cap on trade attractiveness can't be enough depending on which AI you want to swindle its income...
nihues 31 Aug, 2020 @ 12:22pm 
Hey @SpaceRice, so I started a new game with 2x tech, and the mod that seems to change science and unity gain is mostly from VF Buildings and techs (I liked a lot, but seems a little easier side as it`s almost unforgiven managment of resources with all that VF buildings on every planet), I got easily 100+ science with starting buildings on every planet, adn a lot of bonuses to other things. With 2x tech, seems a resonable ammount to balance, but I thinking that maybe 3x is more resonable for middle/end game, I did not even made any science building, only from VF and the starting science building on home planet..... also VF mod description tell to add more tech scaling if you missed.
Another one that add a lot is the new leaders stuff (that I loved too), I have my sector with a leader that add +1 science job on every planet, so I get a lot of science from a lucky 6 planets start. Got my first 2 wars at same time and winning almost without losses. I think that it's something to think for balance, maybe only getting higher scalling is ok, or maybe changing mods as you said on the other thread.
SpaceRice  [developer] 31 Aug, 2020 @ 1:59pm 
Ah I see. It's probably true that x2-x3 tech scaling and unity scaling is the way to go. Along with that, most likely a reduction in habitable planets will be needed as well. I do also really like VF tech, but it's simply too overpowered in the early game for me to keep it in the pack. I think Additional Vanilla buildings stacked with that just produces a very easy economy mangement.
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