Stellaris

Stellaris

Government Variety Pack (for v3.3)
 This topic has been pinned, so it's probably important
LittleRaskol  [developer] Feb 25, 2022 @ 11:26am
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.
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Showing 1-15 of 16 comments
LittleRaskol  [developer] Feb 25, 2022 @ 11:30am 
(reply reserved)
Daedwartin Mar 11, 2022 @ 4:22pm 
Work Allocation Planning is infinitely stackable on account of a forgotten condition to prevent the decision from appearing if it has already been applied to a planet. This results in the AI not knowing what trade or pop demotion time is due to literally dozens of the modifier existing on a planet. This is obviously not very utilitarian to waste so much unity on.
LittleRaskol  [developer] Mar 11, 2022 @ 7:16pm 
Okay, that should be fixed now
LittleRaskol  [developer] Mar 11, 2022 @ 7:22pm 
As an aside, I have gotten more bug reports in the last few days than I usually do in like half a year, and I appreciate the hell out of it but it's kind of unsettling that all these reports are coming in only now about content that's been in the game for a long time, and that these bugs are so heinous. Like it's shocking that I've had something that broken in my mod since last September. Anyway please keep telling me how jank my mod is so I can fix this embarrassing crap!
Ketrai Mar 19, 2022 @ 4:54am 
I don't see the point of nerfing research speed in entire categories by 10% for a small early game bonus. Or in the case of essentialists, really just a hyper late game bonus. And it can't be picked after the start of the game.

Global research modifiers are several magnitudes more impactful than simply nerfing the output of researchers, and this would make for a way more balanced modifier. Nerfing global output nerfs every research output bonus by proxy.

Say you had a 2000 research society research. You produce 50 society research per month, so it will take you 40 months. Now say you get -10% society research progress. It will now take about 44,44 months. (A 4,5 month increase!)

10 researchers with 1 research speed upgrade produce 4.8 society each, so 48 per month together, at a 120% modifier. Or 41.67 months for our project roughly. Giving them a 10% penalty will make the output 44/month, or 44,45 months for our project. (Only a 3,5 month increase!)

This gap will only get harsher into the lategame.

7.2 research per researcher. 10% global penalty. 72/month => 64.8/month effective
7.2 research per researcher. 10% researcher penalty. 72/month => 68/month effective
LittleRaskol  [developer] Mar 19, 2022 @ 4:58am 
That's actually a good point about global vs. researcher output, and tbh -10% might be too much anyway. The penalty is just supposed to be a thematic "they atrophied other research paths" thing, it doesn't need to be huge. I wish I'd seen this about 10 minutes ago though because I just pushed a bugfix and would have bundled this in lol.
Ketrai Mar 19, 2022 @ 5:20am 
I'm just going through most civics right now. I really dig the megacorp ones, those are great flavor.

Planetminds seems fairly pointless too. In the very lategame you might want it just for influence, but the upkeep for the pops is really high together with a penalty for a bonus that's not so powerful.

Imperial prerogative AP + divided attention civic already gives -100% size from colonies.

Most impactful is empire size from pops currently. I can see myself use it for a really wacky late game build if it is like -0.75% empire size from pops per planetmind, and a small 5% empire size reduction or something just for having the civic. Keeps it from being gamebreaking or "meta", but still like. "Look I can have almost no penalty" in the ultra-late-game
LittleRaskol  [developer] Mar 19, 2022 @ 5:34am 
The deal with Planetmid Creativity right now is just that there's no admin cap anymore and "size from X" reducers were the most immediately similar bonus, so I tried to switch to it wherever possible. However, I did not want it to be too easy to completely remove size from a source, and since there is no hard limit on the number of Planetmind Overseer jobs one can have, it was a tricky balance. I have had it in the back of my mind to come back to it. Suffice to say, this civic was probably a lot more impactful before Libra, when Influence was doing most of the stuff Unity has been changed to do.
Ketrai Mar 19, 2022 @ 5:45am 
Any civic that currently adds jobs per X number of pops are likely quite undertuned. Ever since the big 3.0 pop growth changes, getting planets above 40 pops ends up being quite difficult. So you might only see about 5 pops of this type in your entire empire by the lategame. Unless you're built to resettle mass amounts of pops. I'd never raise it above one per 20 pops.

I also don't see any reason to be scared to allow unity producing jobs you add to produce +4 or more unity. Byzantine bureaucracy is really overtuned for a unity perk (making non-spiritualists better at unity production than spiritualists) So perks, especially spiritualist focused ones that give a lot of unity won't really break the game.

Hedge priests can get away with giving 4.5-5 unity on top of the 2 amenities. Pastors can easily give 6 unity or something and no one would bat an eye, don't forget exhalted priesthood exists to give regular priests 5 unity on base.
petros17 Mar 20, 2022 @ 7:47am 
I had a small issue with the mod, when starting with tradeways inc, the two toher empire spaned withou names, ethics ans as despicalbe neutrals.

With normal tradeways, only one of the had the issue but the other was functionnin properly
LittleRaskol  [developer] Mar 20, 2022 @ 7:59am 
Is there any coincidence between the type of partner empire government (i.e., megacorp or not) and the issue? Does it happen if GVP is the only mod in use?
LittleRaskol  [developer] Mar 20, 2022 @ 9:09am 
I have tried these origins a few times and can't replicate the issue unfortunately.
The Sun Apr 17, 2022 @ 10:56am 
I'm having an Issue where I can't use Alphamod's "Theocracy" authority with the "Exalted Priesthood" Civic due to not being the correct authority. Is there a patch (or duplicate civic you mentioned) for it?
LittleRaskol  [developer] Apr 17, 2022 @ 2:54pm 
There would need to be a patch and I do not have time to make or maintain one.
Hyperion Apr 18, 2022 @ 10:50am 
Did you nerfed the meritocracy civic and made the technocracy civic available only for fanatic materialist or is this an issue of conflict beetwen mods? Also citizen service, police state and byzantine bureaucracy appear to be bugged and they dont give you additional unity from respective jobs. It could be my fault, but i dont use any other mods that add civics or modify the vanilla ones. Also the imperial government doesnt add any bonuses, but that might be caused by more authorities mod, cus i saw that the compatch is outdated
Last edited by Hyperion; Apr 18, 2022 @ 10:54am
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