Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
 This topic has been pinned, so it's probably important
Tovius  [developer] Jan 10, 2019 @ 2:57pm
Balance Discussions
There are a lot of features in this mod, and not everything will be balanced on the first try. If you come across something you think should be changed, please post here with:

1: What it is that is unbalanced
2: Why it unbalanced
3: What should be done to fix it
Last edited by Tovius; Jan 10, 2019 @ 2:57pm
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Showing 1-10 of 10 comments
1. Ancient and Fungal Colony traits

2. I get the idea of tying certain traits to portraits, but I think it's a little silly for two different portraits to have two different traits that cost the same, but one is strictly more powerful than the other (Venerable vs Ancient). It makes a bit more sense with the Fungal Colony trait because you've added a penalty to it, but when you look at the numbers it's still a bit ridiculous. 500 year bonus for 2 points? Yes, there is a 20% penalty to growth, but if that penalty was a trait on its own it should give you 2 trait points because it has double the effect of 'slow breeder' (e.g. there is a trait like that in the mod Just More Traits). So if a regular portrait takes Venerable and this 20% penalty to growth trait, that would cost them 2 points (4 - 2), but they only get 90 year leader bonus vs 500 and they don't get the extra job (Venerable Elder).

3. I like what you're doing thematically, but the numbers seem all wrong to me. Here is how I would do it.

Both Ancient and Fungal Colony give +200 leader lifespan, and both cost 4.
Fungal Colony has 20% penalty to growth and the Venerable Elder jobs.
Ancient has 30% penalty to migration and 50% to resttlement cost. Add a ruler job to this trait along the lines of Venerable Elder.

Alternatively, if you think that extra leader lifespan is not worth that much, lower the cost of the vanilla traits and / or raise the amount of years the vanilla traits give. Either way, I think the Fungoid and the Plantoid versions of these traits should be symmetrical (i.e. cost the same, add the same number of years, add different, but comparable penalties, and both add ruler job).
Last edited by LeonTheProfessional; Jan 11, 2019 @ 9:22pm
Green_Tea Mar 29, 2020 @ 3:45am 
1. Civics, especially technocracy
2. I gives too many bonuses and each single one of them is worth a civic slot and even wasting a second ethic point to go full fanatic materialist. a. 3 month worth of unity is just too OP. b. science communicators are already a better alternative to culture workers and +1 research from researchers makes the game way to easy.
3. I propose you should leave science directors from the original and supplement them with science communicators. Science communicators are not OP cuz 2 of each research is fairly weak and most importantly it will not get +60% from technologies as they give this bonus only for researchers, that is why you could improve science communicators ouput by +1 research.

PS. giving different jobs for a government swap civic is really cool.
Tovius  [developer] Mar 29, 2020 @ 9:09am 
Thank you for your input. I was trying not to make Technocracies step on spiritualist's toes, and must have went too far in another direction.
forerunner398 Mar 30, 2020 @ 6:07pm 
You asked earlier about subterranean civics, so I'll give my input.

They should definitely be origins, it just makes the most sense from what the civic's description and abilities do IMO
lalarukh3 Aug 13, 2020 @ 7:45am 
I really wish you could decouple the new content aspects of your mods from the balance tweaks. The latter are far more likely to cause compatibility issues, of either technical or gameplay nature.
Pretty broken combo for your consideration:
Criminal Heritage megacorp plus Multicultural Workplace plus any form of universal habitability (habitats, shattered ring origin, ecumenopolis etc).

You can sign migration treaties with people whilst putting criminal branch offices on their planets. The resulting crime sends their emigration push through the roof and you will siphon up all their pops while the AI is too dumb to do anything about it. You also get showered with a TON of refugees from a TON of different sources just by existing.

Feels like the fix here would be to have the AI cancel migration treaties that are obviously harmful, but that's pretty big in scope.
mouskiller Apr 24, 2023 @ 9:50am 
1) New megacorp exclusive trade policies are too strong.
2)0.7 energy / 0.7 minerals is way too powerful. It is like getting 0.7 + (0.7 * 1.3) = 1.61 energy per single trade value. Good early game clerks outproduce other workers. Thrifty + mercantile tradition will give 6.25 trade value per clerk, +30% from mercantile/corporate media/privatized healthcare policies totaling 8.125 trade value will yield 5.6 of both energy and minerals, which is like having both an early game miner and an electrician, and clerks also provide 2 amenities.

Can't say the same about the food one, cause food is not as relevant, but it could be powerful for some plantoid artisans + catalytic processing + agrarian idyll and perhaps organic construction.

3) Something like "0.5/0.5" or "0.5/0.4" for minerals would be less op.
Early game clerks as shown above would be "worth the investment" strong, not "op strong" strong.
Tovius  [developer] Apr 24, 2023 @ 2:34pm 
I've adjusted them for the next update.
mouskiller Jun 1, 2023 @ 12:35pm 
P) Now medical workers with pharma state civic are ultimate gigachads. One pop that generates tremendous amounts of amenities and trade value and also boosts pop growth and gives some habitability.
S) There are many solutions. One possible solution is to nerf amenities and trade value, but double habitability bonus again. So one medical worker gives +10% habitability and ~5-11 amenities and some trade depending on policies and civics, acting like a support job to turn bad planets into decent ones.
S) Revert the change that doubled medical worker production and make gene clinic give 2 of them again. So now they are like culture workers, but instead of relying on ethics they rely on policies for their effect. Without changing the way healthcare policies work, one gene clinic will be expected to yield: +8 trade, +8 society, +8 unity, +4 TV and +4 amenities, or +8 amenities in addition to it's normal production. Looks pretty balanced, and this approach could be expanded to cover other jobs, like politicians having different production based on diplomatic stance, entertainers on media rights, and enforcers on labor rights.


P) Most of corporate civics that add +1 trade value to a job are super strong. +1 trade / level is a crazy amount that beats clerks and merchants. It is not hard to obtain this bonus, and even at early game it is significant. At the late game, the bonus trade value reaches silly numbers of +10 from a single researcher, or +16 if you go all in.
S) So the solution is to nerf this bonus trade value to miners, scientists, and farmers to be at the same level as corporate anglers or indentured assets, to +0.2 or +0.3 a councilor lever. (the civic that adds trade to nobles is fine, because you can't have 30 nobles of them on each planet in your empire)
Tovius  [developer] Jun 1, 2023 @ 4:44pm 
I hadn't seen the Chief Marine Officer's effects, so that will set the base line for the mod-added council positions.

I have thought about restoring Medical Workers to their default. With the buff from Pharma State, now seems like a good time.
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