Stellaris

Stellaris

Stefan's Perfectly Balanced Mod (2.7)
115 Comments
Rogueone May 29, 2023 @ 1:28pm 
Update?
War_Affair May 15, 2023 @ 10:54am 
Any chance of you Updating this to 3.8?
Russ555 Dec 16, 2020 @ 3:18am 
Has anyone tried using Aggressive Crisis Engine with this mod?
Inbasis Nov 21, 2020 @ 7:12am 
I always wanted a sublight speed bonus on my starbases so I could make an actual trade route. Love it!
Col. Hathi Nov 14, 2020 @ 2:29pm 
@anaphysik Oh wow, yeah that sounds kinda harsh for Necrophages.
anaphysik Nov 12, 2020 @ 3:04pm 
I asked these on the 2.8 thread, but realized that it being unlisted may mean that you all would prefer any questions to still be asked here instead.

Q: With the nerf to Technocracy (half the unity, and reduced Science Director output), do you think it's okay to re-open the civic to regular-Materialist as well instead of being restricted to only fanatic-Materialist? Or is that too far? (Prior to 2.3, Technocracy was available to both normal-materialist and fanatic-materialist.)


"Forcibly invading a primitive world will now result in the death of all but 4 primitive pops. Invading planets was too lucrative, especially in the early game, and we hope that this change will incentivise slowly uplifting the pops instead."

Q: This is also an extreme nerf for the Necrophage origin, correct? The change happened before Necroids came out, but do you now consider this to be an appropriate nerf to the origin?
Peter34 Nov 9, 2020 @ 11:36am 
Change log?
Mugi  [author] Nov 9, 2020 @ 5:03am 
Now Updated for 2.8!

We've had some trouble updating the workshop page for 2.8. You'll have to use this new one for now, sorry!
Mugi  [author] Nov 9, 2020 @ 5:02am 
I'll have to squish that typo, thanks.
anaphysik Nov 8, 2020 @ 6:09am 
Harmless typo in localisation:
spbm_deserted_desc:0 "This world was recently deserted by its inhabitats
*inhabitants
zvarkree Nov 3, 2020 @ 12:35pm 
Glad you are aware of the issue. I love this balance mod for my multiplayer games cant wait to use it again! thank you for you work on this.
Aow  [author] Nov 1, 2020 @ 11:53am 
Yes, we are currently working on updating it, but our uploader has been busy the past few days.
Sayle Oct 30, 2020 @ 1:37pm 
Doesn't work with necroids, but it's such a good overhaul that it's hard to go back to how the game was without it!
Divine Intervention Oct 30, 2020 @ 12:45pm 
Necroid gameplay mechanics get disabled by the current version of the mod (Traits & Origin).
Mugi  [author] Oct 28, 2020 @ 11:48pm 
That Home Bastion is actually from this mod! It's just there to provide a little bit of a grace period, even if it won't protect your guaranteed worlds.

I'd personally like to take a second look at Branch Offices, but we're mixed on how to tweak them. If you have suggestions, fill out a feedback form or visit the Discord.
Kepos Oct 25, 2020 @ 6:53am 
Hi, I'm using your mod with The Great Plan II compilation and was quite impressed.

I encountered some ~3K homebase with an included 'Home Bastion' module, which looks this way: https://steamcommunity.com/sharedfiles/filedetails/?id=2266307925

Besides the obvious protection for singleplayer, this particular Home Bastion would be great balance addition for any multiplayer Stellaris. Is there a chance to get this small part as a standalone mod?
DroneLord49 Oct 18, 2020 @ 8:22pm 
How much of a look have you taken at the balance of Megacorporations? In my opinion, Branch Offices seem to not have much of an impact throughout most of the game, and I think there's a few ways to help with this issue.
76561198086947073 Sep 29, 2020 @ 11:43am 
citizen service needs a buff/change. currently its not worth getting at all for what it provides.
can get the fleet increase by a tech early and the +2 unit for soldiers is not worth it
maybe if the fleet cap was increased or maybe soldiers upkeep was less and gave ammeneties?
Bart Sep 21, 2020 @ 5:10pm 
If you create a post-apocalyptic origin empire, but have their starting system be Sol, then you do not get the special tile blockers that this mod adds. Fair warning!
drachenklinge4 (hart) Sep 18, 2020 @ 12:42pm 
Gigastructural Engineering and "balance" bite each other. In the first one latter plays no role, so i see no reason to use both mods at the same time, even if it doesnt cause issues.
CrazyJ Sep 2, 2020 @ 1:14pm 
Does this have any issues with gigastructural engineering?
TechSY730 Aug 31, 2020 @ 6:41am 
Would it be possible to add an event that sets a global flag indicating this mod's presence?
That would make it much easier to incorporate compatibility into mods.

Something as simple as
country_event = {
id = stefanflags.99
hide_window = yes
fire_only_once = yes
trigger = { NOT = { has_global_flag = stefans_balanced_installed } }
immediate = { set_global_flag = stefans_balanced_installed}
}
or something should do.
JenkoRun Aug 31, 2020 @ 3:49am 
Ethics and Civics Alternative 2.7 compatible?
Derik Aug 21, 2020 @ 8:54am 
could we get an option to disable the starting system bastion or something? id prefer without it
Col. Hathi Aug 13, 2020 @ 4:43am 
Any chance you can you tell me if this is compatible with Meaningful Crime or Meaningful Crime Alternative?
wileyonehere Aug 9, 2020 @ 6:28pm 
playing gaia origin my guaranteed habitable worlds were not gaia, anyone have any ideas?
Aow  [author] Aug 4, 2020 @ 1:19pm 
@thegrumpybuddha we have not tested how compatible it is with either of those mods. feel free to test and tell us though
thegrumpybuddha Jul 29, 2020 @ 4:32pm 
Any idea how compatible it is with More Events Mod/Planetary Diversity?
kevinwalsh Jul 27, 2020 @ 12:25pm 
I had an extremely feelbad moment this morning playing the new Barbaric Despoilers. A stronger enemy declared war on me. I picked Despoliation as my war goal, and on a status quo peace occupying 5 systems I claimed during the conflict I got nothing.
Mugi  [author] Jul 26, 2020 @ 8:35pm 
This is more or less intended. I'll see about making sure Voidborn is still visible before taking your second AP, but still unselectable.

The other Voidborne issue (of having the pre-Federations effect) has also been resolved. Was a problem with the compatch.
DontWantAName Jul 26, 2020 @ 3:41pm 
Never mind, I've got Voidborn to appear. However, it only appears after you've chosen your second ascension perk regardless of if you've unlocked habitats or not.
DontWantAName Jul 25, 2020 @ 6:49pm 
Does that mean Voidborn should appear for Void Dweller origin? Because even as a Void Dweller empire with a level 3 habitat unlocked and built, it still doesn't appear.
Mugi  [author] Jul 25, 2020 @ 8:21am 
Voidborn won't actually appear in your list of ascension perks unless you've already unlocked Habitats, the same as Galactic Contender not appearing if you haven't met any Fallen Empires yet.
DontWantAName Jul 25, 2020 @ 6:42am 
Voidborn isn't appearing for me; it's just gone from the list completely. I even tested for mod conflict by disabling all but this mod.
Durbin Jul 25, 2020 @ 4:07am 
There is a bug with Voidborn: if you have habitats when you take voidborn, you get the +2district of the old voidborn on the habitats you already have, AND the +2 slot of building of the new voidborn.
On further habitats, you only get the +2 slot.
The number of district stay locked at 8 max, not 10.
Vampire Prince Jul 24, 2020 @ 2:29pm 
Everything is absolutely amazing, from civics, to traits and perks, especially the balancing part about lets say, Strong and Age increasing ones, but where is the Voidborne Perk? There seems to be a bug about it ...

Furthermore, just 1 thing that does not make any sense when it comes to balancing part... -10% productivity on Indentured... Yes I know that they can now work on alloys and cosmetic goods, but overally, if you are not playing Slaver guilds, its not really worth or at all, making it one of worse slavery types... And even if you are Slaver Guild empire, -10% nulifies the 10% bonus of it...

My suggestion would be lowering this decrease to maybe 5%, so there is defficiency to indentured workers (aside the already low stability and happiness penalites), since they are slaves after all, and without some encouragement (slaver guilds), they should tehnically produce less than average species :)
Russ555 Jul 24, 2020 @ 1:24pm 
thanks @lolochon
Lolochon Jul 24, 2020 @ 11:20am 
AI moving through your borders is a Vanilla "bug" which appear when an AI guarantees your independance then remove it, it grants him truce and access to your empire for 10 years.

You can't prevent it, but it is good to know that AI won't take a system if it's away from more than 4 systems from one of their own.
Mugi  [author] Jul 23, 2020 @ 10:39pm 
It does not, no.
Russ555 Jul 23, 2020 @ 3:44pm 
Does this mod alter open/closed borders? I've just had an AI move straight through our closed borders and take a system >:(
Mugi  [author] Jul 19, 2020 @ 7:20am 
The July 11th update was just a small bugfix. New content has, and will, receive proper patch notes.
Peter34 Jul 18, 2020 @ 9:11pm 
Where can I see what was changed in the 11/July update?

I alread know what the originally released mod changed. I want to know how the new updated version differs from the previous version. Where can I see that at-a-glance?
JenkoRun Jul 17, 2020 @ 1:56pm 
Compatbile with Relytor's Empire Governance? Thanks
Mugi  [author] Jul 11, 2020 @ 6:42am 
Was just about to dig into this! I'll patch it right up.
Illus Jul 11, 2020 @ 5:32am 
Looks like there is a typo on the Starnet Compatch update released today. The file 02_specialist_jobs.txt is missing a closing curly bracket on line 551. This was causing buildings to no longer generate jobs. Tested locally and it works fine after re-adding :)
Mugi  [author] Jul 6, 2020 @ 12:13pm 
The more things a mod changes from the base game, the more likely features from this mod will break. Please tell us how it goes!
Hyadia, The King in Yellow Jul 6, 2020 @ 11:21am 
Does this mod work with AlphaMod by chance? I know AlphaMod adds things, but am unsure of it changes/rebalances base game stuff.
Archael Jul 4, 2020 @ 10:19am 
I just started to using this mod. I have a question, do synaptic drones in hive mind produce stability without artifacts? They should to make a perfect balance i believe :)
DD Jul 1, 2020 @ 4:51am 
Are you guys happy with the current balance of the Remants origin? It does seem a little weak in my opinion.
ImBlackMagic Jun 24, 2020 @ 3:32pm 
yes it is mentioned that they benefit from the traditions and techs, but they get more jobs (3 as I read in the files) and more housing (2 housing), I think this is too much, you would get a commercial district with 8 clerk jobs and a housing district with 14 housing...

I was able to restore the void dweller sol system start, 2 file must be modified to achieve that
- solar_system_initializers/federations_initializers.txt (let's call this file1)
- government/civics/00_origins.txt (let's call this file2)

On file1, at the end of the file there is "sol_system_void_dweller_system" descriptor (line 2544), you have to modify it so it is in line with the no research district capital habitat, on line 2615 change the deposit type to energy, and on line 2639 change to energy_habitat

On file2 you have to add sol_system_void_dweller_system on line 275 to enable sol system selection.

cheers