Stellaris

Stellaris

Government Variety Pack (for v3.2)
 This topic has been pinned, so it's probably important
LittleRaskol  [developer] Sep 14, 2021 @ 7:47am
Balance, Bug, and Issue Reports
So, this thread is basically where I'd like discussion of whether certain civics are overpowered or too weak, etc. to go. Have at it! It's also for more detailed bug reports than what the main comment section allows. If you post something here, though, it would help a lot to also use this form[airtable.com]. (You can also just use the form if you want.)

Known Issues
  • In order to make civics that have an "or" dependency on different categories of prerequisites (e.g., "Egalitarian OR Democratic"), I had to add duplicate versions of some civics. These show up from time to time when no requirements for either are met. This is annoying but harmless.
  • See here[airtable.com] for a list of issues I am tracking.
Last edited by LittleRaskol; Sep 21, 2021 @ 5:43am
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Showing 1-5 of 5 comments
LittleRaskol  [developer] Sep 21, 2021 @ 5:45am 
(post reserved)
Livnthedream Nov 27, 2021 @ 3:21pm 
After the economy changes and how many pops you can expect on planets, and how much more important correct usage of jobs is, have you thought about tightening up some of the new jobs added? Things like the Knights added by Chivalry should be rolled into one building for example, or the Nobles that are set at 1 per 50 pops, that will only be 1 job added per planet, and oftentimes it's already capped at 50 anyway so those pops can move onto other planets to be more productive. Instead of being an actual bonus it's very circumstantial now.
LittleRaskol  [developer] Nov 28, 2021 @ 5:14am 
I don't really have a clear idea of how to adjust to game balance. My consideration is really "flavor first" because I barely have time to actually play the game, lol. So I am open to suggestions on how many jobs-per-pop should be added.

That said, I don't understand your specific comments because I don't have anything adding nobles and Knights are already produced by one building.
trollmen Dec 11, 2021 @ 1:41pm 
Some election candidates have modifier values that looks weird and/or are missing admiral / general modifiers. Is it on purpose or a bug? goverments like rustic republic. Another thing: Some govs like rogue freehold has weight modifier set on 11000 isn't that way too much?
LittleRaskol  [developer] Dec 11, 2021 @ 4:50pm 
Re election candidates: This is a recent change that brings the mod more in line with how the base game does it. For comparison, most vanilla governments give the ruler a weight of 100 and governors a weight of 10, and that's it. How I had it before was if anything way weirder, with 500 weighted things and such, and every leader type getting weights added. Looking at the base game, I don't think how I was doing it before is how it should work. (I also kinda hate the way base game elections work in terms of candidate selections, but fixing that is tbh beyond the scope of this mod.)

Re government weights: The idea is that the more "special" and unusual a government is, the more its specific combination of elements (civics, ethics, authority, etc) should result in that government. Is 11,000 weight too much? Well, only if you'd want some other government to be chosen for that combo of elements, which is not what I want when I give governments that much weight.
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