Stellaris

Stellaris

Rebalanced Research & Tradition Penalties
20 条留言
Nord  [作者] 2020 年 6 月 29 日 上午 11:51 
Bro I haven't touched this in over two years. None of it works. o7
randy 2020 年 6 月 29 日 上午 5:50 
Doesn't do anything as of 2.7.2.
AdmiralKoerner 2018 年 9 月 2 日 下午 8:22 
Yea I had to remove it and put in another mod instead. It was mearly an idea to make it balanced without being forced to swap to another mod due to an empire getting 70,000 researched tech as everything costs 0 research points. Having say 20% minimum research cost would prevent something like that... if it could even be put into the mod. Another possible way if the game allows it is using multiplacation and division instead of addition and subtraction.. that would be rather tricky to balance though...
Nord  [作者] 2018 年 9 月 2 日 下午 12:49 
@AdmiralKoerner The mod is save-friendly. So you can turn it off and on without breaking anything.

That also means you can fiddle with the numbers that I listed in the description to see if you can arrive at a place where you still feel research is balanced towards the end-game.

Lemme know what you find out!
AdmiralKoerner 2018 年 9 月 2 日 上午 10:29 
Great mod but I just encountered a little problem.. you can get down to research costing 0 points.. just research things instantly which is a bit game breaking. If the game allows it I would suggest make a minimum research amount of 20% of research cost.
Nord  [作者] 2018 年 7 月 20 日 下午 8:42 
@Kolby Register More than happy to try!
Kat 2018 年 7 月 19 日 下午 12:55 
Hey, I've been trying to make a mod which uses the defines to lower the time it takes to complete anomalies and cant seem to get it working, seeing as you made something similar, do you think you'd be able to help?
Flynn 2018 年 7 月 15 日 下午 3:17 
No problem. I've made sure it links back here and given credit where due! Could probably do with a little bit more balancing but it'll do for now :P
Nord  [作者] 2018 年 7 月 15 日 下午 3:02 
Thanks @Flynn, I haven't had much time to keep an eye on this.
Flynn 2018 年 7 月 11 日 下午 7:43 
I have now created my own version that no longer has the trouble of you being able to gain free tech prices.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1435545710
Flynn 2018 年 7 月 7 日 下午 3:14 
I tried creating my own version of this, but with little knowledge on how to mod I haven't been able to get anything working. I tried using the files downloaded from the workshop for this mod, but seems evident they are not complete as it does nothing when edited and re-uploaded. Wanted to see if I could change some numbers around and get a good balance for the game I have running currently.
Radiotype 2018 年 7 月 7 日 下午 1:22 
I'm curious on how you made this mod because the other two before this one were perfectly balanced. With the 40% and 20% research penalties before and it was properly balanced, but now with the 10% penalty, the AI go completely mental with it and become far more powerful than anything. How did you come to these numbers in the first?
kkvstrike 2018 年 7 月 4 日 下午 7:54 
Just wanted to say that this is a great mod and everything but it does need some balancing perhaps. I started a game and am just over a 100 years in and I have an AI empire with over 15 million fleet power. It has researched the heck out of the repeatable techs with every day that passes adds plus 5% to weapons damage, attack speed, and or armor/shields.
stars2heaven 2018 年 6 月 22 日 下午 6:15 
Thanks very much for the mod! I found the 1%/pop a bit strong once you had several good worlds, though. I added the 1%/system penalty back in and changed the pop bonus to .5% reduction and I think this is working pretty well for now.

One other thing is that your mod gave me an idea about having a give/take dynamic between research and unity and systems and collonies. I'm testing out keeping the base tradition cost on colonies but having a tradition decrease for number of systems, all the while having a tech increase on systems and colonies with a slight forgiveness based on population size. I feel like something along these lines has something to contribute to both wide and tall strategies. Just something I wanted to mention since your mod gave me the idea in the first place.
Pzk. Ruby 2018 年 6 月 20 日 下午 10:01 
Also setting the tech cost reduction per pop to .5% instead of 1% seems decent, if that helps. Size 20+ worlds completely cancel the cost increase at that reduction.
Pzk. Ruby 2018 年 6 月 20 日 下午 9:03 
I think the balance should be adjusted to a bit higher costs. If you colonize enough worlds over size 10 you can bring the research cost down to free as it is right now. (Ex: 22 colonies and 350 pops = -130% tech cost)
Nord  [作者] 2018 年 6 月 18 日 下午 8:35 
@LégendaireNic I tried publishing an update of Rebalanced Research Penalties along with a standalone Rebalanced Tradition Penalties mod, but Stellaris and Steam were giving me issues...

I'll give the standalone versions another shot this weekend. But, if you don't want to wait you can remove the lines about traditions from the mod. Look for `rrtp.txt` and remove the two lines starting with TRADITION.
LegendaireNic 2018 年 6 月 18 日 下午 5:35 
Could we have a version without the tradition part? Or the old one work just fine?

Because I already have a mod handling tradition cost and this one is interfering with it.
Nord  [作者] 2018 年 6 月 17 日 上午 10:21 
@Cøsʍιc☯S†α†ιc ⊰BLS Thanks for trying it out. Let me know what you think as the game progresses.

Right now I'm thinking this is a little too lenient towards the late game.
Cosmιc☯Stαtιc 2018 年 6 月 16 日 下午 5:16 
Very nice, thank you! Testing on a new species/game, enjoying so far :scissors: