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So, lets be first suggestion.
Thus, lets overwrite bonus: instead habitability new colonies make empire feature, that give 20+montly amount^3 minor artifacts. It's good for early game to sell them or gain extra advanced resources depending on empire type (or boost colonies, if them gestalts).
- Destructive Study - very specific bonus. What is "ancient" world in this case? Is that relic? Owned during war from FE? From mods like guilli? Or it's some precursor? If last then only 2 vanilla precursors (Baol and First League) have worlds to even make that feature meaningfull.
Instead, lets overwrite again with practical idea: unlock desicion on Capital that create temporary archeoengineer's, depending on base 2 jobs +1 each 40 pop's. Also add negative modifier that cause crime +1 per pop, -10 stability, -25% trade value, -10% research production and -10% unity production during desicion. It's "Destructive", right? With tech that debuff's is barely noticeable, even with just first one to bonus for research.
- Envy - shipcost reduction is very common between mods, and combine with them it's make ships near to free, which is... Could cause some problem with interest to play further.
So lets think about changes like this: instead cost reduction ships gain +firerate and damage +10%, still +10% buildspeed and little tweak admiral bonus to +30% exp per FE and -10% upkeep.
- Finisher - is similar to active Oppose the Fallen agenda, but worse in long game's, which make that bonus pointless.
Could be better to further increase fleet power by those bonuses: minor artifact shipcost (not total, that important) -10% and archeo-weapon damage +25%. Since that total tradition is focused on them it make more sence.
-Information Highways - nobody cares about network because how it's bad implemented. Most of time players just dont think about network in general, use envoys for better relationship with empire, increase federations unite or to make more diplomatic weight in community. And only after that send send some to create tho and forget about it's existance completly, even for holy trio (purifier's, swarms and exterminators)
There need a more overhaul, like: min intel +10, max intel cap +20 or "each spynetwork increase research production by pops for 3%". Should not work if network created in pre-ftl worlds, but i dont know if it different from main's.
-Expanded Workforce - better to add turn-off option... If you have 10+ colonies it bad to force resettlement each of those on one world if your empire is not xenophobe or authoritarian.
It's better to completly overhaul this one pick, but i dont know how yet.
Better to overhaul bonus there.
Going be better to rename perk and overwrite to something more... "gentle", like make them suffer from debuff, that give -50% penalty to resource production for 5 years. But also add hidden bonus that give them 25% bonus to production next 5, so it allow to them fight back. More for late run and fun.
It's better to give something more interesting and more helpfull (and less lagged), like: any districts provide +3 amenities.
Thus Streamlined Services is should be reworked to: crime from pop's -50% (not total crime per colony)
- Effective Planning combined with cyberpath make them much more superior than they should be. Thus, might work this instead: -5% districts upkeep, -5% empire size from districts and +50% colony buildspeed.
-Compression - same issue as for opener. Paradox themself is reduce that feature for habitats not without reason, so, aswell and this must be get same logic: instead % it's gain +2 max districts. Ring-worlds with 12 districts gonna have 240+ pop's each section in this case, so, could work fine.
But i prefer think for more rework to be more efficient, not bigger.
-Bureaucratic Oversight - how is that suppose to work on gestalts? Or empire that dont have ruler jobs.
I have no idea how to change it, but idea to add job per pop is good. Maybe some custom create for both gestalt and non?
-Finisher - 10%, similar to base Imperial Government, is looks weak. Could be much greater to make that bonus apply to core sector, not just capital world.
First off, let me tell you that I am sorry for not clarifying some of these on the descriptiuon page. I'll quickly list those you have suggested changes to / pointed out issues where such issues does not exist. It is simply me being dumb and forgetting to tell that there is tradition swaps and other stuff.
Bureaucratic Oversight: Gestalts (and also spiritualists and megacorps if i remember correctly) get other jobs.
Final Strike: Does not work against gestalts. Should probably be clarified, and possibly also add so that under one rule gets a milder bonus. I might completely overgaul it though. Fun fact: I'm horrible at balancing and the first iteration had it blow up the final world when you took the second.last, back when I had decided it was a genocidal-only (Purifier, Swarm and Exterminator).
Other Traditions: There's also some flavor swaps. Gestalts also get scavenger sites (mini-archeoengineers) instead of museums. These can only be built on ancient worlds. Also some other traditions have swaps, but these are mostly flavor, like different text or similar effects effects, like empires with eager explorers getting jump drive range instead of FTL speed from Hyperlane Mapping.
Destructive Study: Ancient worlds are tomb worlds and relic worlds. I also forgot to mention that there's some events during this time (The temporary jobs persists for 10 years and you get 5 times as many on relic worlds)
Repurposed Relic: This was meant to be mostly flavor and to combo with destructive study. I felt like Desecration was already overloaded with unique (non-modifier) effects and needed something simple.
It might be a bit too weak though, so I will take your suggestion from the finisher and add some archeotech weapons damage and/or minor artifact cost reduction.
The desecration tree itself/finisher: I never intended for the desecration tree to be good in the long term, so I take this as a good thing. After you have defeated all fallen empires, it will drop off and become much less useful, just like trees like expansion and adaptability becomes much worse after the early game. This is just for a different phase of the game.
If you still think these are bad, please let me know.
Media Coverage: If my memory serves me right then it's 12 months. I'll change it to say that in the description.
Envy(from Desecration): I will change it to fire rate and upkeep as you have suggested.
Information Highways: I honestly just couldn't find a good idea for this one. I'll take your idea. Thank you!
If more people think these need changes then I will, but I need some time to think about it and come up with some alternatives.
Optimized Warp Generators: Putting both escape chance and opportunities on the same tradition was probably a bad idea from the start, though I nevertheless ran with it. I think I might change it into an edict, or just remove one of the bonuses. However, I also feel like the rest of the tree is somewhat weak, so I am relunctant to change this.
Expanded Workforce: I might add a tradition swap for non-slavers that instead liberates slaves in wars against slaving empires or does something else. But I am not sure, especially as empires that are not xenophobes or militarists are more likely to have automatic resettlement allowed. Not sure about this one though.
Streamlined Services: Is probably my least favorite of the Urbanization traditions, but I don't particularly like crime reduction either as I can't see how it fits the flavor/theme of the tradition tree.
Effective Planning: I don't think stacking upkeep reduction and empire size reduction from districts is that much of an issue since they contribute almost nothing to size or cost in the first place.
Urbanization Finisher: Urbanization is mostly suposed to be for tall empires who need to optimize their space, and as such I saw it mostly a tradition for empires with the remnants, shattered ring, life seeded and ocean paradise origin (as well as any other big-planet origins I might have missed). I might buff it though.
I'm sorry, I did not understand what you meant. I might just be dumb. Or perhaps my english is not as good as I thought. Anyway:
Urbanization Opener: By this, do you mean that it causes lag?
Compression: As you said "same as opener" I need clarification on the opener first.
I really do! Thanks for taking your time to write all of that! I will think about most of these before deciding whether or not to implement these changes, except for those under "easy fixes", although I won't update the mod until tomorrow and/or when I've figured out some of the other changes as well.
I hope you will also take your time to come with your opinion on those I have provided clarification on, and also if you think I need to explain further.
If you open tab with planet colony game lost near 25% fps if only vanila, and over 70% if used UI mods or several small mods. It's stellaris issue because of 1 core usage, game cant use more.
As opener in Urbanization - more districts - more pops on single planet = more information to load when you watch colony => more lags.
As i said someday on Unique Ascension Perks: game have only one major issue - lack of big performance update. That why people try to create something like production revolution to be as much as less pops, yet, more effective output.
More pops = more resources, yes, but how much game gonna lose time to show that precious numbers, just wasting playtime in general.
Will do as well.
But it might take some time since I recently lost all motivation to do stellaris modding, as expected. Will probably take 1 - 2 months before I get back to making mods, just as every single other time I finished a mod.
I don't know why, but for some reason I restricted the urbanization traditions to normal empires, yet I did make tradition swaps for both hives and machines.
I will fix this mistake now,
You are amazing! Thank you <3
Actually, I had changed some stuff in the mod earlier, and I need to finish it before I can update the mod. Sorry about that, although hopefully it won't take too long.
Okay, sorry for taking so long, but now Urbanization should be pickable as gestalts.
Unity reward scales with time, each five year causes unity reward increases by 1 month
History Lessons
Should give also +10% pop happiness
+25% FTL speed > 20%
Finisher
Add also 20% jump drive range and 10% Quantum Catapult catapult range
Beauty of Annihilation
Unity reward for Abducts pops from Raiding bombing stance if empire has Barbaric Despoilers civic or Nihilistic Acquisition perk
Transportation Finisher: I totally forgot Quantum Catapults existed, and you are right that it fits with transportation, although it's an unconventional way of doing FTL. However I don't quite like the idea of sticking quantum catapult bonuses to the tree for everyone, but it would fit with Slingshot to the Stars empires.
Beauty of Annihilation: Will add as a tradition swap for those with raiding stances - I have no experience with this and may need a lot of time if I wish to implement this. Currently not a priority.
Transportation Finisher: Jump drives are already quite powerful, and adding extra range will just make them even better.
History Lessons: I'm not sure if this tree is actually that good, but I am very relunctant to make any buffs to it as the archeology tree has the potential to be too good with museum workers if you manage to get a bunch of relics, and is where the main power of the tree lies. Additionally I do not find happiness to fit with the theme of the tree.
Media Coverage: For most effects that says "gain unity when x" I have decided to not have them scale with time as politics, with a similar effect, does not scale with time.
Hyperlane Mapping: Is FTL speed is too good? I honestly does not see a reason to nerf this, especially as I do believe the transportation tree is kinda weak.
The Diplomacy tree is good for rushing federation. Maybe the alternative tree could be more about buffing your federation, instead of hastening the forming of it?
I am not much for overwriting files, which I would have to do if I was to make forming a federation possible with another tree.
This unfortunately means I won't make this.
Genocidal/Galactic Nemesis empires gain unity for destroying empires instead