Stellaris
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Political Empire Sprawl
   
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25 Μαρ 2019, 13:22
11 Ιουν 2019, 11:22
8 σημειώσεις αλλαγών ( προβολή )

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Political Empire Sprawl

ΠΕΡΙΓΡΑΦΗ
Mod will no longer be updated, successor mod is linked below
Since I feel the approach of this mod is lacking in what it is trying to achieve i decided to shelf it and iterate on the design of this mod. If you are still interested in the idea of this mod, check out its successor:
Minor Mechanics Overhaul



Here is whats changed:
- For every 2 sprawl, you now receive -1% governing ethics attraction
- For every 10 sprawl, you now receive 1 crime
- Pops now have a 15% chance (was 2%) twice a year (was once a year) to change their ethics
-> this changes the mean time for a pop to change ethics from 50 years to ~3,5 years.
- Crime jobs added by criminal underworld are increased to 1 job per 10 crime (was 1 job per 33 crime) (same goes for GC variant of this event)

The basic idea is to make empire sprawl more relevant and to give basic systems such as crime and ethics attraction more of a spotlight. One idea is also to limit how big empires can effectively grow while still beeing actionable.

The changes to pop ethic shift frequency allows for a fluent political landscape which will change depending on how you played these last few years.
The increased crime jobs mean that crime can now eat up to 10 jobs per planet if you are careless. In essence -> crime is now an important game mechanic.

If you have suggestions for improvements, feel free to leave a comment.

I suggest using this mod together with "Potent Rebellions" and "Dynamic Political Events".
44 σχόλια
Eden 18 Απρ 2021, 5:24 
Hi, any chance we can get an update? I would love to use this mod
HyperEndless 10 Οκτ 2019, 16:54 
Hello, could you remove the ethics changes as there is already a mod that improves the mechanic more thoroughly and I fear they might conflict: https://steamcommunity.com/sharedfiles/filedetails/?id=1598171087

Since in your new mod you made very drastic changes with balance implications and different mechanics I would prefer this one. I think changing leaders creates more problems than it solves.
MixedMethods 14 Ιουν 2019, 5:16 
This mod works fine with PJ's empire sprawl from my testing, for anyone thinking about using both

https://steamcommunity.com/sharedfiles/filedetails/?id=1649743281
Obstsalat  [Δημιουργός] 12 Ιουν 2019, 14:03 
I will shelf this mod, since I want to keep it in its current state for people currently using it.
I just uploaded the successor mod where I iterated on this design and tried to eliminate the problems this mod had.

Please feel free to check it out. I would be happy about feedback on it and ideas on how to further improve it.

https://steamcommunity.com/sharedfiles/filedetails/?id=1768304478
MixedMethods 11 Ιουν 2019, 15:43 
Could lower amenities too, they're really not a concern late game for almost all games imo, I pretty much always use the repugnant trait so I have to think about them
forerunner398 11 Ιουν 2019, 11:28 
To try and convince you, if a big empire is defending, their war exhaustion will still grow a lot slower since they are on the defense in Stellaris. Conquesting large empires will however need to accept a peace when their people/men are unable to justify the loss of life.
Obstsalat  [Δημιουργός] 11 Ιουν 2019, 11:25 
Updated for 2.3.1.

The war exhaustion idea is not bad, but it would be too punishing I fear. It would allow small empires to bully bigger empires around which is weird and dont really fun i guess.
forerunner398 11 Ιουν 2019, 6:26 
Maybe add war exhaustion to Empire Sprawl? Bigger your empire, people aren't gonna be as comfortable with long drawn out wars vs a small nation looking to expand. This even works with machines and hives, as a small hive can allocate its resources easier, while a big hive might struggle.
Timrath 6 Ιουν 2019, 6:36 
Does this still work with 2.3?
Bruorton 4 Ιουν 2019, 6:46 
Honestly, there ought to be *something* that purifiers struggle with as they start to snowball!