Stellaris

Stellaris

Crimewave: Crime and Criminal Heritage AI Overhaul
GonDragon  [开发者] 2020 年 4 月 30 日 上午 6:50
Mod Balance
This is a place to discuss about the balance of the mod. First I'm going to write what I had in mind when I made it.

I made this mod to properly play with criminal empires. At the begining, I had many ideas of how to weight the AI to manage the crime certain ways: Leader Traits, Governor Traits, having one ethos axis as a passive/active indicator, etc...

I decanted for a solution that is simple and that makes sense gameplay wise. Having two ethos axis to add weight to the decisions is a good way to add variety to the AI: Some times the IA will make crimelord deals naturally, sometimes it needs to like you very mucho to make crimelord deals, and sometimes it can hate you a little bit and still make crimelord deals...

So, why Autocrats make deals with the crime lord, the egalitarians launch anti crime campaigns, and not otherwise? Well, gameplay like, there is two things to have in account:
- The amount of enforcers you need to shut a fully developed criminal branch office, using the anti crime campaign.
- The natural crime and stability of the planet.

So, on one side, we have pacifist and egalitarian. They tend to have happier pops, and stablier planets. Thus, they don't need the extra stability from the crime lord deals, and if they want to shut a fully developed criminal branch office, as they have naturally less crime, they can do it with less enforcers (even if it's a difference of ONE enforcer).

On the other side, we have authoritarians and militarist. They tend to have less happier pops and less stable planets (mostly authoritarians, due to slaves). So, not only they naturally produce more slaves, but they also may use a balance boost to enhance its production. So, in that situation, a deal with crime lords it's the natural election.

And over that, using a kid-like moral compass, you can view that "agh, autoritarians and militarist, evil!" and "yay, egalitarians and pacifist, good!", and match evil->crime and good->enforcers...

But the most important thing is that, IMO, the way I did the mod adds a little more flavor while still making sense Gameplay wise.
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Spaceracer 2020 年 4 月 30 日 上午 7:48 
Can you make unique behaviour for fallen empires?
GonDragon  [开发者] 2020 年 4 月 30 日 上午 8:38 
You can't open Branch Offices on Fallen Empires. That's why this mod does not touch them particulary, nor does it touch deviancy on Gestalt Empires. However, after they wake up, they probably follow the same logic as a normal empire on planetary decisions and buildings.
hellm100 2020 年 4 月 30 日 下午 1:19 
It is clear that balance is required, there is no dispute, it is simply unlikely that strong authoritarian authorities will indulge banditry even in terms of transactions, centralization makes it easier to solve such problems by force. But you as an author know better what is better for mechanics in the context of a game.
Wyldhunt 2020 年 5 月 2 日 下午 7:38 
Looking at historical contexts, @GonDragon may be correct.
Authoritarian militants almost always have backroom deals with illegal arms dealers and pirates.
Think about Putin in Russia right now, or the USA.
Nations striving to be pacifists are always the first to evict anyone who threatens their peace with violence or discord. If you tried to start a mafia among the buddhist monks, I guarantee they'd end that mafia the moment they found it.
最后由 Wyldhunt 编辑于; 2020 年 5 月 2 日 下午 7:38
Deon ☣ 2020 年 5 月 5 日 上午 9:37 
What I like in the decision the most is that it's not so much about own personal views on authoritarian/egalitarian regime, and it's more about "how the game works", so I am happy to accept this decision. It just works.
Spaceracer 2020 年 5 月 5 日 上午 10:08 
It just works.
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