Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The other guy's mod, which got changed to also do a lot of things which is why I no longer want it (I want a mod that only improves SB Buildings that are underpowered) changed them from +2000 storage each to +4000. I think +4000 is a good value, but +5000 is also a possiblity.
This was a deliberate decision by me because there is no other way to prohibt the exploitation of being able to build both on the same starbase which would be possible because the game only checks whether another building is already built on the starbase, not if its currently in being build or on the build queue. The game only checks whether the same building is already being build, you can't manually make it check whether a specific other one is being build.
I'm sorry for the inconvenience...I'll probably revert that (to making both available), I hadn't considered the implication of only being able to build the T2 one - which now needs rare resources.
So I'm pretty sure that whatever bug you are experiencing in regards to Starbases moving is not caused by my mod ;)
This mod seemingly made all my stations move around like they were ships :V
The Starbase administrator are starbase buildings that provide Influence and unity.
And what do you mean with Starbase administrator?
The Enclave satations are what worry me only, as early game they could be abused, and its not too much based on luck, only a little.
Though you can abuse a trick to kill Enclaves as any race especially those races/civics that cant use them. once you get a truce with an empire after a war, you can travel to there territory, and kill the Enclaves without the empire stopping you as your in a truce and be a big dick while only needing like 7-8k fleet power to do this easily. (hell the AI has done this to me, probably by pathing into them when leaving/traveling.)
its just is it worth spamming if you can get it early game, to boost pop growth.
i dont want to do the math there.
which is nice but both come at a energy cost of upkeep, but thats what -2.5 for the mineral network and -3 for the food building, so about -8 energy per planet at the worst. Which is about fair as i can turn 20 minerials or food into 10 energy via merchants and mineral stations in space do a minimum of -1 energy for 2 minerals. but is about 5k minerals worth paying to get a Plus 15 mineral income with a -8 energy upkeep. end game.
This is the averages I usually Achieve, but the base is +5 minimum. (not doing tile adj. bonuses, and not doing Processing plant stuff)
+6 Food is nice but ultimately insubstential after the (very) early game and the cost of a Starbase building slot is pretty high when you consider that normal higher tiered (pre 2.2) farms on tiles produce more and tiles are so much more available than Starbase Building slots.
So I tried to find a rough amount which might justify giving up such a building slot...+12 Food seemed sensible, +15 Food perhaps also, but anthying much beyond that might be a bit much. I think trade Hubs modules and teh accompanying building being gone is an opportunity to perhaps look at Food producing modules, potentially allowing for Food focused Starbases.
dont know the math for the new update non tile system.
I only used the star base hydroponics to help boost up a low food income empire or to boost growth speed when I had nothing else to do for a modular on a starbase.
aka hydro was only worth it if you absolutely needed it, or really didnt care and needed to fill a slot with something.
Tho making a habitat for food or minerals is inefficent it is still doable. and i usually only put 2-3 food places in general to maintain food levels sometimes if needed.
(or not build any at all besides the paradise dome)
So plus 12 isnt too strong its just a matter of return on investment. If you build food in the starbase either you doing it to supplament or to free up a tile on a planet for a different production of that tile. (or district in case of the new system).
Having caught a glimpse of some of the Starbase buildings in 2.2 it seems, that they have seen no or only minimal changes in vanilla. If thats the case, then I'll update it relatively quickly (might nerf Unity output of the buffed Art College though) and then maybe make fine-tuning later.
I'm worried about power creep but considering the Starebase limit is going anywhere I'm not too worried that my mod will significantly upset game balance. as @Enlonwhite pointed out - the primary thing to be concerned about is early game balance, especially for the Art College and Curator Think Tank which are tied to Curator systems but aren't hidden behind techs, which I might change that post 2.2 drop to allow for substential resource output without making them OP in early game.
I find that it is way to easy to get them to +50. Especially if they are within 3-6 jumps from your home system and you can claim that system.
Maybe i am just overworrying.
The Black Hole Observatory by default requires Tech 3 Sensors.
...that are both mid game techs as is the de facto requirement to have an economy getting Artsian Opinion to +50. The only one without any such requirement is the Curator Think Tank, I might be looking into changing that, good point. And early game abuse is hard anyway because of hte limitation on Starbase numbers and price - a Starbase + Building costs ~600 Minerals which is a fair amount in early game.
You can only build one building of any given type, that seems to be hardcoded. So either you would need to add tiered buildings (as with my Hydroponics Bay II ) but that is also not ideal because you would need to upgrade manually (no upgrade notifier and or button for buildings).
Just trying to avoid early game abuse of stuff.
And in regards to the Artisan Troupe: You need +50 Opinion to be able to establish the Art College. Now, you should theoretically be able to get there relatively quickly if they are close to you etc but also consider: You need to invest a lot of Energy to get there - 5 years (+10 Opinion per year) of being their Patron or you comission art pieces, I'm unusure what opinion boost they give but each costs 3000 Energy Credits, so I'd guess both wil ultimately cost in the neighbourhood of 10-15k Energy to get to +50 Opinion. And that amount of Energy strikes me as an appropriate limitation on accessability of my buffed Art College.
Talking vanilla that is.
If yours adds tiers then yeah i could see how you could get more then one.
As the bonus, I too only unlock them mid game usually, but the artisan one if you can get it is very powerful early game if you can get it, especially if you up'd it to what you say here, id love to get this as early as 40 years in, which is possible without much trouble, and that early is really strong. I could get it as early as 20 years with luck.
So having them tied to starbase size, and much bigger increases then normal vanilla, would make them worthwhile while not too powerfull, even early game, as I dont see much more then star holds for the first 100 years usuallly. (maybe one large if its a tall focus empire, but thats unlikely)
I have played with the idea of making Hydroponics Bays Modules and adding a boost building (instead of a T2 verision) as currently exists for Energy Credits and Fleet Capacity. But the impact of that on the game as a whole would likely be significant, allowing for a total shift of food production to space while also increasing the demand for Starbases, not sure if thats a good idea per se, am open to it though.
And I don't think the other buildings (which receive signficant buffs) are ones you have access to in early game, I don't know about you but I generally only unlock them in mid game and then even the icnreased output is not that large relative to the empire wide resource production.
tho i was thinking that bonuses you have stated right now as a base are too high for early game. (like super too hight)
Overall great mod idea in the right direction.
When there is a update small or big one if it doesnt affect your mod then just change the mod version as you do but use a * instead of the number, will avoid manually updating for every hotfix and so.
has_starbase_size >= starbase_starport
1. Nebula Refinery +5, Black Hole Observatory +10
2. Nebula Refinery +6 (+1), Black Hole Observatory +12 (+2)
3. Nebula Refinery +7 (+2), Black Hole Observatory +14 (+4)
4. Nebula Refinery +8 (+3), Black Hole Observatory +16 (+6)
Because the cost of the buildings wouldn't change, the bonuses should be limited.
You could go a step further and base these bonuses on the tier you've upgraded the Starbase to, so you have to invest resources to get them and the technology to upgrade in the first place. I'm not sure what conditionals to use to check for Starbase level, since we don't have access to the internal code.
1. Starport researched: +10 Phyics (no change from Vanilla)
2. Starhold researched: +15 Physics
3. Star Fortress researched: +20 Physics
4. Citadel researcehd: +30 Pysics
...would be an interesting, idea. Interesting in that it would remove an aspect of additional micromanagment from the player (which I essentially added by introducing the Hydroponics Bay II ). What I like less is, that you are directly rewarded for certain research without paying a price.
I'll look if thats possible.