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Derp alert! I just read that you updated 15 hours ago to remove.. THANK YOU!
On to my gripes - I just started upwards of ten games each with the "Awakened Precursor World" and "Fallen Empire Lost Colony" civics, which give your starting planet two modifiers each.
In order from least to most annoying:
- Precursor World gave the shielding every single time (which is not bad, but...meh imho)
- FE Colony gives you "Living Infrastructure" every single time as well, whose main benefit is completely useless on your homeworld when giving +75% habitability, which triggers my ocd something fierce.
oh and Driven Assimilator and Precursor Homeworld are not mutually exclusive, but Precursor World breaks DA because you don't get your cyborg pop. I posted this as a bug report as well.
PS: If you're interested in a German translation, PM me. I can't mod, but I can translate to my native language ;)
Since I'm not sure I want to see this feature disappear entirely, I'd suggest simply adding denser deposits and lowering the spawn rate for ring sites to reduce the GUI clutter if possible.
As I'm sure you're aware it gives your pops the deathworlder trait, which increases army damage, general level cap, and army experience which is all well and good. The problem, in my opinion, emerges with the last two benefits given by the trait, the +30% habitability and the +100% leader experience gain.
The +30% habitability trait outstrips the performance of extremely adaptive, does not cost trait points, though granted it does cost a civic slot for the entire game, and is not mutually exclusive with "Robust" a bio ascension trait which stacks with deathworlder to ridiculous effect.
The +100% leader experience is, in my view, out of place with the rest of the bonuses, which seem to target mostly habitability and generals/armies. The experience bonus allows you to get too many powerful leaders too quickly, and is not mutually exclusive with slow or quick learners.
I'm not sure if the behavior of this intended or not, but it makes the civic too powerful to take in my opinion.
Just thought this was hillarious
Wrong area to post that
I've also severaly nerfed cybrex ringworld in my next update: it now costs 1200 alloys to clear a blocker. To get a fully cleared cybrex ringworld section it will cost 10800 alloys, which is slightly more than restoring a ringworld section the old way. The blockers also take a long time to clear so time is also a "cost". Ontop of that the resources you get on the section inbetween is also slightly reduced.
I will try that for a while and if it is still too good I'll make more changes. I also want to see how the devs plan to balance the first legue ecumopolis world since thats insanely good compared to the other precursor systems.
One note: I plan to make all the precursor hope systems show up (or be discoverable) at some point for the AI.
Let me know if you agree or not :) Thank you for the feedback
On the nerfing of the ringworlds, I will say that sounds pretty fair. Might have to play test it to be sure.
Anyways, thanks for all the hard work! Your's is probably my favorite mod for Stellaris.
There will definitally be some buildings that use it, but havent planned anything just yet (balance is important). Right now I'm focusing mostly on small improvements and bug fixes before adding in new things.
Compared to how it is in vanilla, first league being the "best" precursor, now literally all the others and ESPECIALLY cybrex is way too good.
I discovered the cybrex ring in recent my playthrough around 30 years into the game and now I already have a ringworld... Even with all those blockers, considering the great modifiers, it still seems like the best option to just ignore everything else and just settle for the ringworld and slowly work your way through those blockers.
Does the ringworld have to be in "repaired" state for your modifiers to work? Cause I honestly think the most balanced option would still be to have the ringworld be destroyed and having to have the mega-engineering tech to repair it.
Same goes pretty much for all the other precursor homeworld (except first league). Having up to 4 planets of the precursor type in one system seems crazy overpowered to me, even if it takes a bit of terraforming to use them, which honestly doesn't take that long.
Edit:
Okay, I checked every precursor homesystem now, so let me summarize how balanced I think they are and maybe give some suggestions. Of course it's up to you to decide what you wanna change and how.
Yuthaan (Yuth) - small (10) Ecumpolis with special Shipyard and a small (10) tomb world you could also terraform, with a decent amount of resources.
Looks very balanced.
Vultaumar (Vultaum) - 3 Tomb worlds (20,20,10), one of the has the special shipyard, meh resources.
A little bit too much?
Maybe turn the size 20 worlds into something smaller, like size 16?
Fen Habbanis (First League) - 25 Ecumpolis with special shipyard, meh resources.
Still looks fair.
Irass (Irassian) - 3 Tomb worlds (20,10,10) and a barren world you can terraform (20) and a LOT of resources.
This seems a bit too much?
Maybe turn the size 20 tombworld into a broken world that just produces 1 Precursor resource and overall reduce the amount of resources.
Cybrex Alpha (Cybrex) - Ringworld and resources...
Well, definitely too OP imho and I wrote a lot about it already.
Best suggestion would still be to make them be damaged ringworlds, that need mega-engineering to repair them.
Also, definitely remove the extra resources.
Maybe add some planetary features to get the precursor resource, but other than that, I wouldn't give those ring sections resources.
currently there is only 0-2, 0-3, 1-3 modifiers.
I'm looking for 0-1 option and
1 only option
no extra options after terraform or terraform completely removes features (currently it doesn't remove stuff and they stack a bit too much), haven't tested, but it looks abusable to spam terraform for more modifiers, it should completely reroll the planet, no matter what. Even a single time 'stack' with double bonuses are a bit too much.
I'll write a few things as new ideas into another post here.
@Immortalits
I can add an option. I've rewritten the spawn script for those last big update because I wanted easier mathematical control over the spawn chances of each modifier type. Should allow me to add more options like that without too much trouble.
The terraforming stuff shouldn't stack at all though. I'm having a lot of issues getting terraforming to work in 2.2 because of the weird way they implemented planetary features. I might just rewrite the whole thing once I figure out an efficient way to handle those. I'm also waiting to see if there will be improvements to the logic there with 2.2.3 before I start rewriting.