Stellaris

Stellaris

Expanded Stellaris Traditions
Private Feelings  [developer] Jun 25, 2017 @ 1:10pm
Balance Suggestions
If you have a balance suggestion you can do it here and I will look at it. You can also just comment in the main mod thread.
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Showing 121-135 of 138 comments
Criptfeind Apr 25, 2021 @ 5:47am 
Hi, I've really been enjoying this mod lately, me and my friends use it all the time now for our games, so I gota thank you first of all for making it!

Secondly for a balance suggestion, I noticed the ruler production bonuses in mystic and individualism and that got me somewhat excited to try a run where I get those and also the bonus rulers that this mod gives access too via mysticism and.... that one tradition that gives an executive. But I was pretty disappointed to learn that the modifier to ruler production only effects the unity that is produced, amenities, trade value, and stability are modifiers or something and thus not increased. (I've not checked if science rulers science bonus works, but I'd assume it does). I understand that is how it works with the unmodded ruler production bonus as well, but a few extra unity doesn't seem like a very exciting bonus, especially with merchants that thematically feel like they'd work well with individualism but don't get any bonuses at all unless you have the merchant guilds civic and even if you do it's quite a small amount of unity. It'd be super cool if it also gave bonuses to the other things that pops give, although I am not sure if it would be balanced or not with the current numbers. On one hand I can see +75% to things like stability and trade value being a bit much and it might already be balanced for high priests and research directors who's main thing is buffed, on the other hand it does seem pretty rare for nobles to be a significant part of your empire.
Private Feelings  [developer] Apr 26, 2021 @ 1:05pm 
Might figure out some way to try and buff those to compensate. Unfortunately, the limits of how the game is constructed makes it impossible to make the bonus affect those other bonuses.
Bald Apr 29, 2021 @ 11:08am 
I have started using your mod recently, it is gold <3
I have a suggestion, you should strengthen the automatic factories that are unlocked from cybernetics

Currently you have to pay the maintenance of the urban district (2 credits) and the maintenance of the automatic factory (another 2 credits) to generate ... 6 minerals or 10 food

This is nothing and less as a reward at the end of the tree of traditions, besides that they are only for basic resources (and let's not even talk if you are using NSC and its buildings for star bases)

And with Nemesis that the populations are much smaller and many worlds remain half depopulated, it would be very interesting if they were more useful type between 20-30 basic resources of each type

If you want to compensate you can put a good price on the factory, like 500 alloys for example, that would be an investment

What do you think?
Private Feelings  [developer] Apr 30, 2021 @ 2:10am 
Sounds good. Yeah, might give it a buff.
I think Administratum should reduce empire sprawl penalty by about 5% in addition to, or replacing the admin cap multiplier to make it worthwhile for centralized empires to pick up. It makes sense for centralized empires to pick it up in lore because they'd need a streamlined administration system but right now the admin cap multiplier is only good for heavily divided/partitioned empires.
Bald May 4, 2021 @ 3:52pm 
Im back boss :)
1.When you finally improve the automatic factories, you should place them in a fixed place (I mean in my game I have followed the psionic path and they have disappeared replaced by another more specific tree)
(everyone likes automatic factories, be they big or small, religious or materialistic, ask the fallen empires: P)

2.Mechanicum / Machines of war
They are pretty cool. But a little op, I am in the late, I still do not have xenomorphic armies and they are still my best option xD
As with factories, I don't see the need to nerf them but maybe to make them more expensive (put a price on alloys and not on minerals)
SpaceMarine4040 May 31, 2021 @ 10:51am 
Titan armies are a bit too powerful for their price and upkeep, it would likely help if as Bald suggested they cost alloys to build, but also cost alloys and energy as upkeep.

The commerce tree needs some help, clerks are generally seen as the weakest job so adding more does not help unless you do something to make them better. Maybe the tree could cause commercial pacts to generate influence, or you get +x% unity or +x% influence per commercial pact. right now it does not feel worth taking. Maybe something as simple as +1 unity to clerk jobs, to make the 3 you get per planet feel like they are pulling their weight more.
Private Feelings  [developer] Jun 3, 2021 @ 2:12pm 
I've been meaning to add +1 energy to clerk jobs or something. I think that would be an interesting way to make them good. I've requested paradox that they enable resource additions to clerk jobs, unfortunately, they have not so it is not possible :(.
Morcleon Jun 18, 2021 @ 11:04pm 
I'll second that Titan armies are too powerful (even more so than the Cybrex Warform while being cheaper and faster to build). Increasing the costs could be a good way to do so, as would increasing the build time.

Personally, Militarism/Might's bonus of +1 soldier job per 25 pops feels like a QoL penalty for a small bonus. I usually only want soldier jobs on my fortress/chokepoint planets, so after taking it and watching my economy drop a bit due to all the pops leaving for solider jobs, I ended up just turning off all the extra soldier jobs on all my non-fortress planets.

Potential replacements for it could be to increase the number of defense armies provided by soldiers and enforcers (or grant extra defense armies in general), or to unlock a decision that adds a planet modifier that adds X soldier jobs (though I don't actually know how easy either one would be to code). I don't think a potential replacement should be to increase naval capacity of soldier jobs though, since they already have a tech that does that and naval capacity is already way too easy to get.
SpaceMarine4040 Jun 20, 2021 @ 2:43pm 
Originally posted by Morcleon:

Personally, Militarism/Might's bonus of +1 soldier job per 25 pops feels like a QoL penalty for a small bonus. I usually only want soldier jobs on my fortress/chokepoint planets, so after taking it and watching my economy drop a bit due to all the pops leaving for solider jobs, I ended up just turning off all the extra soldier jobs on all my non-fortress planets.

Potential replacements for it could be to increase the number of defense armies provided by soldiers and enforcers (or grant extra defense armies in general), or to unlock a decision that adds a planet modifier that adds X soldier jobs (though I don't actually know how easy either one would be to code). I don't think a potential replacement should be to increase naval capacity of soldier jobs though, since they already have a tech that does that and naval capacity is already way too easy to get.

I actually like this, having those soldier makes my society truly militarized, and makes every single planet of mine hard to invade. I think it truly is the result of militarizing your society. if you could increase the defense armies provided per soldiers or naval cap without editing the jobs, it would be fantastic, but that cannot be done. However if many people have a problem with that, then perhaps give a bonus to army recruit speed, those are incredibly rare in vanilla


Morcleon Jun 20, 2021 @ 6:54pm 
Originally posted by SpaceMarine4040:
I actually like this, having those soldier makes my society truly militarized, and makes every single planet of mine hard to invade. I think it truly is the result of militarizing your society. if you could increase the defense armies provided per soldiers or naval cap without editing the jobs, it would be fantastic, but that cannot be done. However if many people have a problem with that, then perhaps give a bonus to army recruit speed, those are incredibly rare in vanilla

Yeah, that's a good point. I'm not too against the extra soldier jobs, but I also tend to make very intensely focused fortress worlds on chokepoints and leave the rest of the planets with only a handful of armies from enforcers. :P

Another potential addition could be to add +100 starting XP to armies, so that you don't need a dedicated Military Academy to get more trained soldiers (representing how ingrained military training is in the society). Army build speed would be very nice though, especially for certain armies that you can only build in one place (looking at you, Cybrex Warform), rather than being able to do pump out one per planet per build time.
SpaceMarine4040 Jun 23, 2021 @ 8:22am 
Not exactly a balance issue but an RP one for sure. When invading a planet that is occupied by a crisis and not owned by you, it gets the looted modifier. Should it get that modifier, if you are trying to defeat a crisis is it really a good time to be giving the owner a debuff?

Additionally, for the colossal amount of work, the hero trait from the chivalry tradition seems weak. Could you also have specific crisis fighting traits that have a chance to be awarded for each battle against a crisis. "Hero of the Khanate Strife" or "Unbidden's Bane" seems far cooler and more specific than "hero." Generals invading worlds occupied by crisis factions can get a trait named something like "Savior" or "Redeemer" There is so much potential in that tradition.
Oatmeal Problem Jul 30, 2021 @ 7:41am 
The planetary wonders you can unlock (I think in Aethetics tree) require 100 pops on a planet. That is very high for 3.0 default settings. Can that be tuned down? May to 50 or so.
Sheep Sheepington Oct 27, 2021 @ 9:56am 
The Archivists tradition tree has a 10% chance of generating Isolated Valley features on planets, which do nothing for Gestalt Consciousness Empires since they can't build zoos.
NewAgeKid52 Dec 23, 2021 @ 8:35am 
Hi Girion

The Cybernetics tradition tree has AI Controlled Ships and the bonus for fleets without an admiral is *way* too high. I think in earlier versions of Stellaris each admiral level increased fire rate by +5% but now it is down to +3% in recent versions. So having a +20% fire rate and +20 evasion without an admiral is way too much. Maybe it can be lowered now to +8% fire rate and +8% evasion to balance out that it got lowered in more recent updates? The point of having admirals on fleets is that if you cant have all your fleets have admirals if you want to use piracy suppression fleets or interceptor fleets to delay and tie up invading fleets before the Doomstack arrives. So I think admirals are by the games nature supposed to be better performing than those that have one, rather than AI controlled ships with no admirals at all.

Thanks for you time.
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