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Is you're willing to wait a week or so I can upload another variation in the way you want. On vacation atm. ;)
Sorry about taking your time.
@aidynmaster Sounds like a good idea! I'm in the habit of ignoring anything smaller than 17-18 tiles. I'll make a branch of this mod with lower penalties and link it here for you. Probably this weekend. In the meantime feel free to pop open the modded files and fiddle with the numbers yourself!
Hint:
TECH_COST_MULT_NUM_COLONIES = 0.2
TECH_COST_MULT_NUM_POPS = -0.00625
@Idrinth Sorry, but I'm not sure what you're asking!
@Яoriи I haven't found a mod like that. And I will take a deeper look into whether or not this mod can be changed to be dynamic relative to the colony size when I get some more time. Let me know if you find something in the meantime, it may help me out!
You didn't by chance find a way to affect the constants via research, failed to find any option to do that myself.
2 other mods that lower and eliminate the penalties wouldn't work, even though it did not give me the warning.
Also, just an FYI: Stellaris does not do anything special to determine if a mod is actually compatible with the version of the game you're playing. All the launcher does is look at a very simple text file that has a version number hard-coded. If the version of the game is not the same as the version the mod says it was made for then the launcher will present the red '!' warning. But that does not mean the mod is actually incompatible with the game... Next time give it a try! If the game crashes on launch, or the effects are unnoticable then you know for a fact that the mod is incompatible. Otherwise you're good to go!
Not compatible with the 1.6.1 beta patch though.
Depends on what kind of playthrough I'm going for. If I'm playing a Technocracy then I usually only colonize 1 or 2 planets for the first while so that I can streak ahead technologically. But if I'm playing some sort of Spiritualist empire then I don't mind the penalty and instead focus on numbers, then reverse-engineer techs from battles with more advanced civs. Or in some cases be super-duper diplomatic with more advanced civs in order to negotiate reserach agreements. Etc!
What about you - do you colonize 15 and smaller planets in the early/mid game?
So, that means that a planet with:
25 pops = 8.75% research penalty (31.25% research boost)
20 pops = 15% research penalty (25% research boost)
15 pops = 21.25% research penalty (18.75% research boost)
10 pops = 27.5% research penalty (12.5% research boost)
5 pops = 33.75% research penalty (6.25% research boost)
Mind you, none of this factors in what resources or buildings are on those tiles too.
I also play with AlphaMod and have been considering looking into a way to make the penalty relative to the overall size of the colony, rather than the flat rate.
If there is so huge penalty per planet, how many tiles does a planet need to have in order to colonization is worth without being punished too hard? AlphaMod adds asteroids, which are small, and other hostile worlds. With this mod I don't even think about colonizing asteroids or average sized planets.
Maybe decrease the penalty per planet and bonus per pop slightly? Or even JUST the penalty per planet? :) Unko/Juunkee wrote that he had more penalty than in vanilla. And I'd like to colonize some small planets :D
I notice that the AI mostly likes to colonize far and wide fairly quickly, which is penalized further than vanilla by this mod. So if you play tall then it's to be expected that you're going to streak ahead technologically, in the early-game at least, before the AI has a chance to populate their planets. But overall, two players with the same number of colonies and pops will have the exact same penalties regardless of AI.
@Unko/Juunkee Vanilla penalizes both colonies and pops. This mod increases initial colony penalty, but as your pops grow that penalty will reduce.
Kinda had all the good conditionsfor development throughout with lucky diplomacy and map.
Will try another game with a different empire and give a second feedback !
Hope you enjoy! I'm still fiddling with balance locally post 1.5...
They changed '00_defines.lua' to '00_defines.txt', and with that came some syntax changes. I've simply updated the mod to work with 1.5.1! Enjoy!