Stellaris

Stellaris

[depracated] ! Production Revolution
Encountered "Nerfes" and incompatibilities in Base Game
After doin about 5+ Runs I noted some problems with PR and wanted to ask wheter there is a Roadmap to "fix" it or another way around it or just an error on my end.

I really enjoyed those Runs but got the feeling due to Stellaris updates the Mod reverted to alpha/beta state. I would really loving to integrate this mod into every playthrough but as of now it puts too much limitations (in my opinion) and seem to make the AI even more weak than it already is.

-The Converted Pops doesnt account for Traits depended on Pop count like Budding and just
taking the actual jobs into account nerfing those traits to the Ground(unless dark ui displays
incorrect data).

-Devouring Swarms, Nihilistic Raiding stance etc doesnt affect Manpower makin it not worth
playin with the Mod and making the AI using it very weak aswell as removing the effect of
crippling your opponent without destroying seomthing to a hughe degree .

-The "Removal"/exchange of the Tradevalue lacks documentation, unsure if AI Empires get any
benefit if they have Trade civics,Traits, Federation etc. aswell as beein unsure if its worth
picking for own empire ?

-Overtaking a planet is made too easy due to the conversation especially as Hive
Mind/Robots(Not the "actual fight" but once its yours).

-Civics that give benefits depended on districts( e.g. per X districts granting Y) seem to not
working with the Ascended/ Advanced districts

-Playin with multiple Races, especially with necrophages seem to be rather confusing but that
might be just an error on my end though i wish there was further explanation to the Manpower
systems in regards to multiple races.

Again really enjoed plaiyng the mod nontheless and looking forward to shed some of my doubts.
< >
Showing 1-1 of 1 comments
メスガキ 20 Jan, 2023 @ 9:18pm 
This feels like the best place to post this so here I go.

I like the idea for this mod and the potential it has to reduce late game lag, but quite frankly, its very broken and over complicated. To the point I'm not even sure if this is actually "finished" for 3.6.

First of all it doesn't even support all vanilla game systems. It completely breaks thrall worlds for example, manpower does not produce amenities on them. There is also no way to revert a planet to a non-PR one. The button to disable PR doesn't even work.

I'm also not sure why it seems to over complicate the game so much. PR feels more like a piece of a total overhaul modpack where the rest of the overhaul is missing than it does a rework of a system to produce less lag. For example I don't understand the changes to building slot acquisition or district types on regular planets (the separation of industrial into foundry and crafter).

I really hate to type this all out as definitely feels like this is a foundation for a complete overhaul mod that hasn't been fully realized, I just don't feel like this is the simple performance improvement mod I see a lot of people claim it is. If that was all it was, the effect could've been achieved in a much more vanilla friendly way by pooling all base district and building outputs into a single job that only needs to be worked by a single pop, PR doesn't even do this even though it seems to set out to do it. Without a large manpower surplus planets are extremely inefficient with this mod. A planet that produced 450 minerals will produce 320 after turning on PR just because manpower is low.

This ironically makes micro worse with PR compared to the claim that it reduces micro, as you can no longer build up planets and forget about them until unemployment, housing, or stability issues appear, you now have to carefully pay attention to the manpower efficiency and make sure it doesn't teeter below 70% because you're building too fast otherwise your planet starts producing noticeably less resources than it would without PR.

This is all made worse by the lack of documentation, tutorials, and lack of explanation in tooltips. Almost nothing is explained and the things that are explained are in tooltips filled with machine translations and this led to me having to try the mod multiple times to get a feel for what it was even doing. I mean the fact that the "advanced research" options don't even tell you what they do and are simply flavor text is a big issue imo.

https://i.imgur.com/TYFK00x.png

Compare this to a vanilla tooltip

https://i.imgur.com/0zHPY7B.png

I'll reiterate that I like that this mod is trying to do. But it is most definitely not finished, nor do I personally think its doing it in a way that suits the vanilla game. That's why again, I feel like this is a foundation for a total overhaul that hasn't been fully fleshed out yet.
< >
Showing 1-1 of 1 comments
Per page: 1530 50