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I found the file in
Steam\steamapps\workshop\content\281990\1794603970\common\deposits
In theory, you could actually reduce the deposit amounts back to vanilla and just keep the null weight at 20 and still get plenty of resources. I documented in the description what I changed everything to. It's a very simple mod under the hood, which is why it has continued to work for so long without me updating it.
I'm setting up for another playthrough so I'll pay attention to what my mod's doing and I'll post an update if I think its needed.
If possible could this be tweaked? Before midgame I can get up to at least +200 exotic gases compared to the other Strategic Resources and it's quite absurd. TY
but for anyone coming later down the line, this works just fine. your starting sector is stacked numbers wise because your economy needs a jump start, thats normal typically.
I was playing a few months ago with no issues, though there is a fresh update.
I meant it works on 3.1. It should continue to work on 3.2. I had a look at the files, and I don't see anything that is likely to be changed in upcoming versions.
https://i.imgur.com/eOsIix3.png
All that needs to be done to "update" it is to open the Descriptor file in the mod and change line 9 (supported_version="2.6.2") to the current version (don't include the last 2 numbers though unless you want to repeat this every single update). supported_version="3.*" will get rid of the outdated error in the launcher. The * is a wildcard, meaning it will be listed as working all the way to 4.0, at which point it can be changed to 4.* and so on.
And this... Is an especially egregious example of spawn weights between the SRs, somehow.
467 motes, 1187 gas, 798 crystals. This is just an extremely egregious one. Might need to lower the propensity for gas deposits, increase the weight for motes?
And yeah, motes and crystals are similar. Gases are spawning at three times the rate of the other two.
900~ motes, 3000~ gases, 1000~ crystals is the rough distribution.
Replacing the deposits would be pretty easy but might really mess up the galaxy, so I won't be doing that. Making new ones shouldn't be difficult. I encourage you to play around with my source code and see if you can get something working!
I changed the research outputs because in my past games I just soared past everyone else technologically. If you don't like the change, it is very easy to change them back (or to whatever you want) by going into the source code. My original desire for this mod was to make space feel like it was chock full of natural resources which it still accomplishes - with a gentler nudge to the vanilla research values.
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That leads to something I'd like to see eventually as well. Besides boosting per-deposit yields, diversify:
Replace some mineral or alloy deposits with consumer goods
Replace some resource or research deposits with food or rarer resources (zro/DM/LivingMetal).
Replace some trade nodes (no station needed) with flat boosts to Naval Capacity or system-wide passive benefits like +movement speed.
A mineral station might still be +4 relative to vanilla, but you might have only 2/3 as many of them in your empire, with the rest being replaced by something rarer. Your empire's total mineral production would increase, but the bigger benefit would be how much faster and cheaper AIs develop a newly acquired system. Especially if the replacements didn't unlock at the start of the game, a la crystals/motes/gas.
(No idea if any of the above are possible, of course.)