Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm doing so because your mod is remarkable. I had read that your mod had 'fixed Stellaris'. I was doubtful, but after playing nearly a full game, I'm convinced you have. The performance is much much better, and other elements of the game are streamlined as well. AI seems improved. Subtle design decisions force more interesting paths. You should be very proud.
I could write six more paragraphs about all the good your mod has done, but that's not helpful feedback. So in the alternative, I'll ask some questions and offer a critique.
I have other thoughts but I'll leave it there. Amazing work, honestly. I hope you continue to develop the mod for Federation, and get machine and hive empires in. And sector AI! And maybe a little more pop growth, or at least methods for us to speed it up a bit, if we spend the resources.
Congrats on making a mod that lives up to its name, and realises the true potential of Stellaris!
Pop sprawl was removed in the latest update, and it's no longer such a big issue.
For bio pops the traits for growth are kinda irrelevant just have some farmers as they boost growth by 10% with no tech and with all techs each gives 25% growth I had planets reach +14 growth per month and more.
For energy just make a custodian planet and build the thing that makes them produce energy, there will still be a point in the game where you will struggle with energy because you lack the techs for the custodians but it won't be -3000 energy bad but more like just barely not positive or rarely -200 if it's really bad.
I personally do this with habitats only but I also play tall and not wide.
Even though the game is 10x more playable with less micromanagement, a minor drawback that I have is that planets no longer feel "special" anymore. Things such as turning worlds into purely science worlds is impsosible now that city districts include all specialist jobs. Maybe some planetary decisions that can be researched that trades the engineer jobs into scholar jobs?
We haven't been very active about keeping up with Workshop discussions, so my apologies for not replying to this sooner. We do appreciate this feedback! I'll use it to talk about what's coming on Friday and how we're addressing some of these issues.
Economy
- Food, Energy, and Minerals are going to require more investment. Upkeeps are higher and space deposits will require more investment to access. Overall, you'll get more of what you invest in, but you'll have to invest in it.
- Strategic Resources are no longer used or on the galactic market. They will probably come back in the second part of the economic overhaul to do special things if you have access to them, but they're being removed from the base economy.
- Sector AI isn't something we're doing until we have the economy finished because we don't want to waste a bunch of time doing it over and over again, but when the economy overhaul is done, it might appear after the actual AI.
AI
A ton of work went into the AI, which is getting completely rebuild in the economy overhaul. It's a pretty intense system that's in part taking advantage of the rework to the core systems for performance increase and in part due to designing around micromanagement to create a decision making process that is easier for the AI to handle. If only we had the same level of control for AI fleets, which we're not going to bother with. The fleet cap change is something that's likely to happen in the future though!
Ships
Ships are getting completely reworked after the economy overhaul and after gestalts. The fleet cap being lifted is one ideas we're going to try. The basic premise of the new system will be that corvettes and destroyers will be fast melee and ranged ships while cruisers and battleships will be slow melee and ranged ships. You'l start with the faster ships and be able to unlock the slow ships later to be your main force while the fast ships will always be useful for patrols, quick response, etc.
Pops
With the economy overhaul, pop growth is going to feel a whole lot better. Districts will give you 1 job each, meaning worlds will fill up quicker. Pops also grow faster and you'll be able to control the rate of growth a lot better. In the overhaul, each pop will come with a 2% pop growth reduction, meaning that your pop growth will slowly approach 0% once you hit 50 pops. Hospital buildings reduce this penalty, and that means a fully upgraded hospital will let a world hit 0% at 200 pops, and in the meantime, you'll have higher pop growth on that world. This will also make it so less effort has to be put into maximizing pop growth, which was really powerful in SI.
Again, thanks for the feedback! These are all great ideas, and I think you'll be happy that a lot of this stuff is making it into Friday's update!
In other words: WOW!
The planet modifier effect stems from several factors in my recent games. I chose to have the ringworld origin for my empire and to help fill all the empty job slots the planet starts with I focus heavily on building a general hospital and upgrading it to hospital campus. The boost in population growth is logical and I appreciate how players must work hard to gear their empires toward population growth.
When I start down the path to centralization there is no immediate effect on my planet. After a few months I checked it again and saw that the world is now a galactic capital and population growth has increased by 100%. The population penalty is unchanged. In a previous game, the same effect occurred that also increased the growth of a nearby commerce world by nearly +1 a month.
I talked with one of the developers on the workshop page and he mentioned the same thing happening to another player. If so it may be a synergy effect instead of a bug in the mod itself that causes population growth to be nearly on par with vanilla.
I have screenshots I can send you guys if you want.
Thanks for a great mod!
I feel like the Spiffing Brit right now. Where's that tea?
One thing about Stellaris has always been that population was more or less the most dominating factor of play, but when we look at our own world (granted it's pre-interstellar flight) more population does not necessarily mean more productivity/power/wealth.
My suggestion would be to tie popgrowth to some kind of relationship between population sizes and resource consumption.
Human children, at far as we can tell, tend to be born a lot more when resources are scarce, and less when they're plentiful. As cost of living increases (along with wealth) growth rates decline. The cost of raising children increases as cost of living does, and threat of child mortality drops. Leading to fewer, but more heavily invested children.
Counter to this is sheer numbers and math. Growth begets itself
I think the game would be far more interesting if players and AI were struggling to deal with _too many_ people rather than not enough.
New worlds offer a means of offloading excess. Tall worlds manage their populations carefully and maximise productivity. Etc.
Perhaps playing with Upkeep is the key, the fewer goods consumed: the more growth, but the less productive, and vice versa.
This mod has breathed new life into the game for me, keep it up and thank you!
On the other hand, I'm curious about the FE tech. I noticed that I can research a Sky Utopia thing, which looks great, but feels very out of place considering that a Player can't research any other FE-Tirer building technologies. Will unlocking such technologies be implemented in the future?