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Raising influence cap is definitely one of solutions, but I'm not a huge fan of it. I'm wondering if it's possible to apply reverse discount for controlled expansion vassals to bring them back to a 1000 max cost.
I'm not sure vassals with controlled expansion can actually expand because the costs might be higher than 1000 influence.
Except for that I really like the slow and chilled games with that mod.
It's a great mod, anyway. Yep that sounds great. I love the idea of slower expansion and longer exploration. What multiplier is it on at the moment out of interest? It feels like *a lot*. I also like the idea of growth via tech and productivity. Looking forward to everything you mentioned!
I should really upload updates and all those mod sub-types. I'm somewhat guilty of making mods just for myself and my own games.
I promise to revisit this one with such plan:
- Add option of x5 and x3 (use other mod if can't change #DEFINES via UI)
- Add Cheap Expansion x5, x10, x100 (free close systems), x1000 (free anywhere in the galaxy)
- WHEN: By the end of Feb 2024 :-) pinky swear
P.S. Honestly my biggest mod focus in last 1-2 months was on new Expensive Growth mod that replaces how we develop in Stellaris. Instead of turning empire into a breeding farm for pops with hundreds of planets, development more done via optimisation, tech and productivity growth.
Major motivation - remove endgame lag.
I never thought deeply about that problem, but maybe can tinker with vassal problem in future. Anyway this would be beyond the focus of that mod.
@Pesissos I'm sorry I haven't tried compatibility with other mods but others from my "Expensive <something>" mod set. Generally if some other mod overrides cost of outpost that would break my mod. You can try to change loading priority :-) that might help.