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Also is it safe to assume that all the unique buildings have been removed?
It really makes the game for me so much more interesting and enjoyable.
The largest issue has been with surveys and discoveries adding 2 to 3 times the amount of deposits compared to vanilla (even before researching anomalies/events, and even with planetary rings and minor megastructures turned off), and with the changes to research you can easily forgo science buildings on your planets for quite sometime. Planet modifiers (and relics in some cases, like the one adding extra civic points) are a bit overtuned as well, and can often times eclipse most research/building/civics options you're presented. The settings in the game start menu that lower the frequency of modifiers/relics can help, but it often results with the game balance swinging wildly one way or the other. In the past I've generally just halved most modifiers.
- Reduced chance of Rare Crystal deposit appearing on crystal asteroids
- Returned some modifiers from job efficiency to job output. This didn’t work for gestalt empires with how the modifiers are setup in the base game.
- Replaced forgotten +max buildings modifiers with +max district or + max non-artificial district bonuses
- Added a planetary decision to clear the Dark Skies Modifier
- Split the economic balance option policy into Player and AI policies. AI policies have some added base resources and don't increase station resource cost as AI economic plans don't really like it (they end up building them a bit slower than they should). I really cant wait until they rebalance the economy so messing with balance isn't needed, even if it's optional :|
Regarding mutually exclusive modifiers. Examples always welcome. As for the weak/strong magnetic modifier, ill check the weights. It's also possible this is a rare case of a vanilla event adding it after galaxy generation, and since vanilla events dont check for my modifiers they can spawn it alongside my own opposite versions.
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Also just patched:
* Lowered balance option building upkeep cost from 2 to 1
* Some fixes to galaxy gen deposits
* Fixed mining nexus building from appearing in the wrong zone
* Updated some more modifier bonuses
* Adjusted a few trade modifier bonuses
* Lowed building cost modifier bonuses
* Updated all survey events megacorp option rewards from energy to trade
* Adjusted materialist survey event reward options so they are more likely to give a smaller science deposit
* Prevented tidally locked modifier from appearing of PD or Real Space mods are detected
* Restructured start menu options in Feature Options and QOL options, also added an option to disable coloured planet names.
See changelog for details