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It's in the description.
I'm surprised you ended up with more Merchants - I eliminated all the double-dipping that MegaCorps got for trade-designated colonies. Also almost all of the Manager/Exec swaps were removed, which should have reduced unity output quite a lot.
I would consider this better than before - it's more plausible to the player, more discoverable, and doesn't do plain silly things like turning colonists into executives anymore. Ultimately though I still think this is a bit too powerful for my tastes.
Uninstalling Subtle Polish and loading just the individual submods I want should work fine, right? Or do some of them require active merging to be able to work together?
My newest habitat has only one trade district and nothing else in it, 5 pops, and the trade habitat designation.
Job slots before update: 2 merchants, 2 executives, 2 managers
Job slots after update: 3 merchants, 2 colonists, 2 clerks
Job slots with default habitat designation: 2 merchants, 2 colonists, 3 clerks
Looks like your changes are working. And as a bonus, the planet view no longer needs to be closed and reopened to show changes after swapping designations :)
As a side effect of the transition, I now have 4 rulers and 4 specialists unemployed across 3 habitats as Stellaris tripped over itself trying to figure out the reassignment.
Boils down:
1. Merchant Guilds/MegaCorp: -1 Clerk/+1 Merchant as a perk of being commerce-focused
2. "Trade" colony designation for any empire: -1 Clerk/+1 Merchant (stacks with the above bonus)
3. Shattered Ring World Trade District only swaps a clerk for Merchant if the empire had both the +Clerks and +Merchants traditions since it has only 1 Clerk job to start
4. Ecu/Ring World: -2 Clerk/+2 Merchant instead of -1/+1
5. Ecu/Ring World: MegaCorps get -1 Clerk/+1 Manager and -1 Merchant/+1 Executive instead of -2 Clerks/+2 Merchants for the "free" swap, but still get -2 Clerks/+2 Merchants for the designation swap
6. Localisation is adjusted to show the designation-based job swaps just like Industrial Districts
As for goals - I like the idea of having more dynamic job swaps, which is why there's the designation-based swap. In the code I am working on, I eliminated the double buff situation: all empires swap 1 clerk to a merchant with the designation change.
On top of that, I was interested in boosting merchant/megacorp empires and their interest in building commercial districts, so (most) trade districts will also swap a clerk for merchant for them w/o any designation change (and they can also benefit from the designation swap -1/+1).
Well, that's certainly more balanced than now. But is it strictly necessary to give an extra bonus to megacorps/merchant guilds?
Is your goal to make an underused designation more attractive to use? That is already achieved by giving a free merchant swap. It's a very attractive perk, one worthy of a tradition pick (and one of the stronger ones at that). It is attractive even to normal empires, but it's megacorps and other trade-focused builds who will benefit the most. What's the rationale then for doubling up on buffing megacorps? Additionally, why should the trade designation work in a way that no other designation does, and change its effects by government type?
Do you think that would balance it out enough? Then all empire types would receive the same Clerk-to-Merchant swaps (MegaCorps and Merchant Guilds would still get more than standard). Merchants produce 3x the trade of a Clerk, but cost 2 CG for upkeep which is equivalent to 4 Trade when used with the Consumer Benefits economic policy. Clerks gain bonus trade (4->5) from Trickle Up Economics and amenities (2->3) from the Giga Mall orbital ring building and Merchants do not. Upgrading +5/+3 to +12/+3 (total of +7 trade, or a net of +3 if you're using Consumer Benefits) seems more fair.
I can add more UI descriptions about the swaps. For now, it's in the flavor text of the colony designations, and some (if not all) the trade-related districts.
I spent a good while being confused about why some of my habitats had more merchants than others, despite nothing I did in the planet interface having any effect. Like, changing the designation away from trade doesn't remove the extra merchant as long as the planet view window is open. Not even when you manually switch pops around.
The display of jobs only changes if you completely close the planet view and then reopen it. Then I could see that something had changed when I changed the designation. But it took a while for me to cotton on to that.
Trade-focused Megacorps are already a meta build in vanilla, and with this buff, it practically obsoletes any and all districts on habitats that are not 100% research or 100% trade. I found myself with no need to ever build anything else.
I mean... If this is intentionally meant as a major power fantasy for trade builds, okay, fair. But I wasn't expecting something quite like this from a mod titled "Subtle Polish"... this really isn't subtle at all. I think I'm honestly considering uninstalling it even though I play exactly the kind of empire for who this mod is made. It's just too much.
Yes this it up-to-date with the current revision of 3.3
As for altering the balance on Clerks - due to how Trade and Amenities aren't "resources" in the game sense - it is challenging to work with those values dynamically. However, the upcoming 3.3 update improves the moddability of existing jobs - it will be possible to release a mod with just an altered Clerk job (instead of all worker jobs) and I think I can explore that idea further then.
Also one feature I've been looking for, for a while is the ability to change the ratio of amenities and trade value from clerks.
Adding trade (in general) to Gestalts isn't something I want to tackle, but I can get the rest of the districts set up across the existing district_sets.
Message me on Discord at corsairmarks#7344 so I can double check what you're looking for.