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Frameworld Logistics Improvement
   
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30 MAR a las 7:53 p. m.
7 ABR a las 6:18 p. m.
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Frameworld Logistics Improvement

Descripción
Frameworlds are great. But there's nothing more frustrating than the idea that a civilization that can bring reality itself to heel can't figure out how to make their bonuses available to all their people with reasonable efficiency. This Mod makes it so that the logistical improvement decision that can be enacted using influence slowly increases the increment (default 200) of pops needed to cause the High-Density Scaling (HDS) effect-halving maluses to apply, meaning that as the logistics are improved on the station, those maluses need more and more pops to apply in full effect. This will not completely remove the penalties in most cases, but gives a way to fight back.

This version adds 10 flat to the 200 pop increment for accumulating penalties, letting players spend influence on their optimization decision to reduce the harshness of their Frame's HDS over time.

Has been tested with bonuses granted by governors, councelors, and buildings (like the pshionic hypersiphon's uplink), Virtual Tradition, and Rogue Servitor bio-trophy buffs and works.

For a more powerful version that can ultimately remove HDS, try my Frameworld Logistics Improvement (5%) edition!

For more late-game scaling on your Frameworlds, try my Birch-like Frameworlds mod!
17 comentarios
SchnawserHauser  [autor] 10 ABR a las 6:56 p. m. 
Keep in mind, I'm testing wildly optimized versions that're able to take multiple ascensions and can ascend planets to like... 30 tiers, but given the same opportunities, I have a save with a busted-ass virtual frameworld making 60k only monthly research while a Birch without virtual is throwing out a million. The Birch is being fed pops by pop-assembly Aldersons, so it's a lot of investment to get to that point, BUT it's investment a normal empire CAN do that a frame CANNOT.

I wanted to make it POSSIBLE to keep up with that as a Frame, and It's better, but it still doesn't ramp like the Birch. which is probably fair since the frame is online longer. Either way, it helps.
SchnawserHauser  [autor] 10 ABR a las 6:52 p. m. 
it comes up REALLY fast if there're a couple planets nearby, and you never technically stop growing, but the rates compared to well-managed normal empires flat-line. It's plenty to take on the game's AI just fine, but without my mod, equally skilled players on frame will always be behind those not on it in the late game. With this mod, Virtual/RS can keep up, but a normal empire can outperform them without relying on the stacking 1% bonuses just by getting more Alderson's or taking the Birch.
千ㄖ尺几丹乂42 10 ABR a las 1:16 p. m. 
And here i was, thinking Frameworld was actually really strong XD
Never looked into the actual math, so I really appreciate it being explained like this
SchnawserHauser  [autor] 9 ABR a las 8:58 p. m. 
honestly, other than virtual and rogue servitor, this doesn't even make it able to compete with Alderson disks on its own. It's kinda funny that the Gigas devs still think frame is in a place that is doesn't need a buff. Even using a completely broken set of mods with all machine ascensions active and mitigating empire size with additional planetary ascensions AND this mod, the Birch explosively out performs and Aldersons match it with only Modularity.
千ㄖ尺几丹乂42 9 ABR a las 11:01 a. m. 
Thanx for your amazing explanation, it makes it a lot clearer. I do actually like it that you don't make it OP, and just boost it a bit where needed to stay on level with the other options.
vrosolino 8 ABR a las 2:40 a. m. 
this is very interesting, im gonna use it, regarding if the void sphere has job scaling, i think it does,but im not so sure, you should use the gigas discord to be sure
SchnawserHauser  [autor] 7 ABR a las 7:52 p. m. 
To those still listening to this thread, the other version is up as is the self-scaling, linked in description.
SchnawserHauser  [autor] 7 ABR a las 6:25 p. m. 
The 5% variant is uploaded. It is more powerful overall, but particularly much more powerful in the late game due to exponential scaling.
SchnawserHauser  [autor] 7 ABR a las 5:07 p. m. 
regarding ACOT and frameworld goodies, I haven't dabbled in them so I wouldn't be totally sure how to handle them. I use ESC and NSC, which use the resources (food, alloys, dark matter) core to the game, and my self-scaling mod only effects the same resources boosted by the Birch insula managers. I'm trying to make frames stronger, but not nuke all others in comparison.

The supertensiles and strategic resource districts don't self-scale. This is intentional. Ktisma insulas don't boost those jobs, they just allow more districts to be built.

If the ACOT Birch insulae causes scaling in new district types, it would be appropriate to make a version of my mod for those, but if the Birch insulae don't scale those outputs, it wouldn't be appropriate to do so.
SchnawserHauser  [autor] 7 ABR a las 5:01 p. m. 
Theoretically, you could build 10 research districts on a birch and match frame world linear growth by building physmas over and over, leaving all your pops as generic birch residents, without EVER making more specialized research districts just because each of the existing 70 researchers will keep getting stronger (assuming you have pop growth to keep crossing the 100 pop build threshold). But nobody would ever do this so you get a quadratic

(more districts * stronger districts)

effect. My other mod gives a mild version of that. I haven't published it but I probably will.