Stellaris

Stellaris

! Production Revolution [3.2]
Aus1rathia 11 Mar, 2021 @ 12:08am
Backup of old feedback comments.
These are just a backup of old feedback comments I wrote to Infini7ϵ when he was the main modder to maintain ! Infinite MODs.

I just copy them to here mostly as it is, except correcting some obvious typos... :)

I don't think some of them well fit for the current version, but it still worth to check if things are actually OK with the current implementation, or.........at least I think so :)


1.
Hm....How about this? for each checking cycle, set a flag where the cacher is full and unemployed POP exist.

Then disable pop growth (directly increase the manpower instead of pop) for that flag, until the next check.

Because that means POP growth is fast enough to overflow cacher and cause POP to manpower convert frequently.

Then clear the flag if the cacher is not full and no unemployed POP exist (means something is changed).

It is a smarter way than static CD, or at least I think :)


2.
The enforcer optimization I wrote in a comment somewhere before may help to further reduce POPs.

Periodically, close all enforcer jobs on a zero-crime planet (except empires with police state civic), and if a crime occurs because of that, open enforcers one by one until the crime reaches zero again.


3.
It looks like manpower does not migrate fluently, even with 00 Pop Manager - some colony has below than 75% while some others have 250%+, 300%+ and that does not change over a decade. (including vanilla Ecumenopolis and habitats, so I don't think its cause be other mods)

And manual fix by express immigration decision roll-backed after a few checking cycle, so I have to adjust the planet detailed setting to set immigration mode to priority and migration to ignore.

I think making the manual check mechanism of pop manager aggressively migrate manpower over colonies (make all of them close to 100% as much as possible), add decisions to set target manpower(75%, 100% default, 125%, 150%, .... and anything higher than 100% gives immigration inflow priority to that colony, while 75% gives migration outflow priority) may help.

Btw, it is hard to remember how different the 2 manual check buttons are. Tooltip for that would be nice.
https://imgur.com/a/fuL0wJe


4.
I wonder how orbital bombardment is treated. It would be a chance to fix the vanilla problem of orbital bombardment which is hilariously unbalanced.

The problem is that orbital bombardment is hilariously weak because it is neglected with the balance of the pre-2.2 patch tile system - killing 1 POP can be devastating a colony even for max sized (was 25 at that time) planet.


In this mod, orbital bombardment may regain its former glory while reducing lag further as the overall number of POP is dramatically reduced. But it could cause some more lag if not properly dealt with.

- POP damage of orbital bombardment should kill manpower before any POP: Otherwise, it causes manpower to POP convert to every check cycle after a POP died, which cause lag.
- POP damage of orbital bombardment should consider population density of the colony: Large manpower at a small colony should result in a massacre. Something like bombardment damage = (Total manpower + POP) * Devastation / colony size

- Manpower should not migrate or converted to/from POP during the bombardment.


I don't know the current status of implementation, would you kindly care to look at if everything is OK with orbital bombardment at the current mod's implementation?
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Aus1rathia 13 Mar, 2021 @ 4:58am 
5.
Districts cap added by 2nd Revolution expansion cause Arcology Project takes too much time to prepare(because all of them should be filled nonetheless)

I think a little adjust them would be nice (require about 80% after the first Revolution, about 70% after integration, and only about 60% if expansion is chosen).
Last edited by Aus1rathia; 15 Mar, 2021 @ 5:23am
76561198965538611 22 Mar, 2021 @ 9:51am 
感觉产业革命对奴隶支持不好,对岗位支持好,比如岗位产生科研+10%,但对研究员产出科研+10%不支持。我洗衣机提升的特质没用。希望P社能全部统一,借鉴一下这个好mod,毕竟在创意工房首页这么久。
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