Stellaris

Stellaris

Ecology Mod Reborn
eqN Jun 15 @ 5:11pm
Balance Discussion
This is a general discussion for balance feedback of the Ecology Mod.

I will post my feedback below to start things off (as of patch 4.0.20).
Last edited by eqN; Jun 15 @ 5:21pm
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eqN Jun 15 @ 5:12pm 
Figured I'd post as much feedback as I can to help with rebalancing whenever it comes time for it in 4.0. Thanks for keeping the mod alive!

Since there's already a way to effectively turn Biologists into Rangers in the base game it would be nice to give them a bit more uniqueness with switching up what job they replace as you mentioned in the comments Tovius.

Definitely enjoying the new planetary decision for managing the pollution. Before the patch it almost felt like you should just use the District Specialization on every planet, and in which case it did turn into a matter of just wanting to lean super hard into the Rangers/Biologists.

Now things are more flexible for sure. The decision says it adds 100+ Custodian jobs (No Ranger jobs, but I think that's definitely a good thing). The Decision description is lacking the exact numbers, so I'm unsure exactly, but to be honest I'm not noticing any change to the housing really. Overall it kinda feels like a no-brainer to always enact the decision on medium to high pop planets, especially as it is rather cheap (500 Minerals + 500 Unity). Not sure if it's possible to scale the cost of the decision with game year but maybe that would help.

I'm still feeling it out obviously, though overall I will say the amount of Waste that my Workers produce vs the amount of Custodians I can get away with feels pretty 'easy'.

For example, 3.6k Pop Industrial World w/ no relevant Planet Modifiers:
300 Politicians, 200 Enforcers, 200 Medical Works, 1k Artisans, 1.2k Metallurgists, 500 Miners, and 250 Custodians (from one Tier 1 Waste Management Building and the Urban Park decision). With these numbers I am managing to stay within "Low Pollution" (about +500 Pollution from Workers, -150 from Custodians). This is with the Environmental Deregulation Policy increasing my Pop's Waste and using the Resource Recovery Waste Management Policy (which is only yielding 2 Minerals from the 250 Workers). It seems I should just always use the Waste Disposal Waste Management Policy as it substantially increases the efficiency of the Custodians, looking at it now.

Speaking of the Environmental Policies, too, they are a bit too easy to get away with given how powerful of a buff they provide at the moment. Hopefully the above illustrates that. They probably will need either nerfing of the buffs or increasing the "Waste per 100" penalty quite a bit

TL;DR: Policies are really the largest balance outlier at the moment. I feel as if with a single waste building upgraded + the planet decision, atm, I could probably manage low pollution even on high pop industrial worlds right now.
Last edited by eqN; Jun 15 @ 5:25pm
pollution related modifiers pop up to often on clean or better worlds. yearly modifiers it feel like from only 94 pollution. Lower pollution levels need balanced better in how often they add negative feature like toxic slug and such.
Meanwhile events to save your planet from climate collapse feel unbalance in that they never fail or lead to anytime bad. I have been trying to make earth climate collapse but not actively. i have still been trying to save it in decisions and choices but with the intention to fail and I cant. It feels like i cant experience climate change unless i make it my goal. not because i screwed up.
Last edited by Dr. Quackers M.D.; Jul 27 @ 4:36pm
Tovius  [developer] Jul 27 @ 6:21pm 
Thank you for the feedback
Tovius  [developer] Jul 28 @ 12:19am 
Looking at the code, and wow you are right. Having low pollution barely effects the chance of getting pollution events. It mostly just effects what kind of events you get.
Tovius  [developer] Jul 28 @ 12:23am 
Yeah, I upped the waste reduction from 3.14 as I feared that the pollution would be too much in 4.0, but I think I took it too far.
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