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报告翻译问题
My friends are kinda overwhelmed when playing such mods but only at the start, if the policy are more progressive, also I super like the new decisions and are inclined to see more of then
I like that way of thinking, making it more progressive. I will have a look what i can make from my end. thank you a lot for the idea's and decisions are something i always keep my eyes open for.
Oh i like that. That could be enhanced with the custom tradition i got for vassels.
1. State-Owned (unavailable to Megacorps)
The state maintains full control over all media outlets.
Effects: -5% Unity, +10% Governing Ethics Attraction,
2. State Subsidies
Independent media exists but receives substantial funding and guidance from the state.
Effects: None
3. Privately Owned
Media is completely privatized, with content shaped by market demand and public interest.
Effects: -5% Governing Ethics Attraction, +3% Trade Value
I had to read it twice to realize you ment it was for media. I do have something a kin to this in the idea's list for property ownership. I will add this to my suggestions list and see how it fits. If it gets too crowded i might just turn this into a new civic. Depends how cluttered it all end becoming.
Firstly, I'd like to say that I love the concept behind the Empire Readiness situation. Only wish it did more, or interacted better with what's happening galaxy-wise. At the very least, wish it had some events, or interacted with other policies more.
Okay, so I'd like to address the planetary decisions: Some of these are extremely powerful, especially when combined. I haven't seen everything available but, for example, running "Competition of the Minds" and "Grand Sports Games" on the capital alone is basically an enormous boost. I'd suggest either weakening their gain, or making such decisions exclusive, i.e. only one can be run at a time. Wouldn't mind notifications when they run out either.
Speaking of which, I'm not a fan of the Off-world Immigration Modifier being 100000%; it makes populating a planet way too easy, basically making all other methods (e.g. Transit Hubs and Automatic Resettlement Chance Modifiers) obsolete. On the other hand, the Off-world Migration should probably have some negative effect as counter-balance. Frankly, the whole Migration Law policy seems a bit redundant, since Default Species Rights and Migration Pacts already address migration from other empires. Perhaps it could be revamped into being more about your own empire's planets instead?
Last thing I'd like to address is the Conscription decision. Now, I can't be certain atm because I'm running some other mods, but are the Conscripts supposed to be both cheaper and stronger than the Assault armies? Because that doesn't seem right. However, I admit not being a fan of the idea of having another army type, especially considering how dull ground combat is (I use
Long Realistic Wars 4.0 just to keep it tactically relevant). The decision that spawns the armies, if kept at all, should definitely cost more.
In general, I feel having less decisions/policies with more impactful consequences would make for a better focused experience. Many of these give many absurdly strong modifiers at the same time, with next to no negatives, be it ethics-wise or other.
Also, unrelated to the policies themselves, but Education Compound giving more research than Basic Lab shouldn't really be a thing. Parliament Assembly gives a bit too much, too. Immigration Centre has only a planet limit, but the 15% Growth it gives is an empire-wide modifier… These are probably just an afterthought, but building which are available from the start shouldn't give so much they are ireplaceable later down the line. And building which give general bonuses should be limited to either one per empire, or be capital only. Think how "Homeworld Ethics" mod buildings used to work.
Funnily enough i do have more stuff surrounding that kind of content planned. Problem being that having a minimum of 40 hour work week and a social life makes this a pretty big task.
Especially once you realize that content events attachted like story events take up a significant amount of time.
Regarding balance for this entire mod, like i try, but it is an after thought.
The buffs are correct and by design powerfull. What i am kind of suprised by is the fact it does not limit the amount throughout an empire. I thought i limited that, which is a bug. Marked it on the to do list and the suggestion in the same ticket.
The entire migration thing is a bandage fix due to the latest update, it was this or me sitting on a completely broken origin for a month or 2. Its scheduled for a rework in what shape i do not know yet.
Conscription is a relic of the first days of this mod, it has been reworked like, 4-5 times now i think? In short they are dirt cheap because they are your civilians, they fight harder to make them not entirely tank your war exhaustion for no reason, but they are a pain to said war exhaustion. To the point that if you exclusively use them and do full throw away invasions you will get 50% more war exhaustion compared to the second worst option. Its by design and a semi-panic/fodder related option not perse the standard. That is why it is locked behind a decision AND a policy requirement. Its not perfect, but balance is secondary to me, fun is first.
Agreed, depth is the goal. The eduction policy is the prime example of what i desire, 2 policies looking at each other to enhance your empire. That is the long term goal for ALL policies, originally i did have some concept events and the like. This proved in play-testing to be clutter for most people so i cut work on that part and shelved it. Once stellaris has less event clutter i might revisit that idea.
Regarding the modifiers, i ran more then 30 play-tests with people and discovered fast that adding negatives caused players to not engage with new content out of fear of reprisal. The average player wants fun and growth not penalty. So i avoid negative and when i add a boost, i ensure the AI has the same or similair buffs to keep the playing field fair. Not a normal solution but functional and holds up very well till the late game in previous versions. (Will deep test again for my next patch cause i am not rushed due to an major stellaris update)
I disagree with some aspects, because what is the point of making a unique building if its worse then a standard one you can just get everywhere? Most wouldn't even bother. Granted i am unsure myself how good some buffs are atm due to the new update. The Parliament Assembly and all non-gestalt government buildings are (job-wise) placeholders due to the new behind the scene job system. What i had before is completely broken, meaning i had to salvage a ♥♥♥♥♥♥♥♥. The migrations one will very likely get changed as a lot of the modifiers are replacements due to the 4.0 update.
Lastly i got no clue what or how other mods do things, i choose to completely stop looking at what other do years ago. I just read feedback, make something that i suspect most people enjoy, tinker with this and thats about it. I talk to other mod makers but that is usually more about casual or helping each other. Not much else.
Enviromental Considerations:
How shuold the ecosystem be preserved or destroyed?
Preserve The World:
What is pollution? (only availible for Enviromentalist empires)
Habitability: +15%
Industrial Job Upkeep: +500%
Industrial Job Effiency: -20%
Pop Consumer Goods Upkeep: -70%
Ranger Output: +100%
Ranger Consumer Goods upkeep is replaced with Food upkeep
Spaceborne lifeform Food Upkeep: +50%
Spaceborne lifeform naval capacity usage: +50%
Happiness: +35% (With Mechanical Shipset)
Happiness: +50% (With biological shipset)
Opinion of species with Enviromentalist civic: +750
Tight Standards:
Pollution is a sin on us all. we must reduce it as much as possible. its impossible to entirely eradicate it, but we shuold reduce it as much as we can.
(Cannot select if Relentless Industrialist)
Habitability: +10%
Industrial Job Upkeep: +100%
Pop Upkeep: -30%
50% of Industry upkeep is replaced with Unity upkeep
Opinion of species with Enviromentalist civic: +500
Ecological Protection:
We shall reduce our carbon footprint, and preserve the ecosystems we call home.
(Defualt choice for Enviromentalist empires)
(Cannot be selected if Relentless Industrialist unless Cleanup policy is selected)
Habitability:+5%
Industrial Job Upkeep:+50%
10% of Industrial Minerals Upkeep is replaced with Unity Upkeep
Pop Upkeep: -10%
Opinion of species with Enviromentalist civic: +75
Balanced:
Mild enviromental polices reduce pollution while not hindering production.
Defualt choice, has no effects
Relaxed Standards:
A little smog is not our problem,if it helps our production.
(Defualt choice for Relentless Industrialist empires)
(If Enviromentalist) Leader negitive trait chance: +50%
(if Enviromentalist) Ranger Output: -100%
(If Enviromentalist) Happiness: -50%
Habitability: -5%
Happiness: -15%
Stability: -3%
Industrial Job Efficency: +20%
Farming Job effiency: -35%
(Only choice for relentless industrialist empires untill Enviromental Degredation of {Homeworld Name} Situation concludes)
Intense Smog:
Enviromental Considerations must be abandoned in presuit of apsolute effiency. however, the planet still must remain habitable to some extent!
(Only avalible if Relentless Industrialist)
(Locks Cleanup Policy)
Habitability: -25%
Happiness: -30%
Stability: -5%
Industrial Job Efficency: +50%
Industrial Job upkeep: -20%
Farming Job effiency: -35%
Biological Growth Rate: -50%
Lithoid Growth Rate: -15% (the resilent nature of lithoids makes them impacted less)
Upkeep per 100 Farmers: +3 Energy Credits
Monthly Minerals: +5%
Mining Job effiency: +50%
Cannot terraform Tomb Worlds
Considered In violation of Galactic Law if any Ecological Protection standards are passed!
Kill The World:
Enviromental considerations do nothing but hold us back! Screw the Ecosystem, We must rise ageinst Nature and industrialize the Galaxy! Habitability is irrelevent, lets get us modified with genetics to survive the industrial revolution!
(only avalible if Relentless Industrialist and has the Full Steam Ahead or For Science! policy selected)
(Requires Mastery Of Nature asension perk)
Selecting this Policy locks the Cleanup policy
Can only increase Policy to Machine Worlds,cannot lower it
Tomb World Habitability: +50%
Wet Or Cold Worlds slowly turn into Dry worlds after 50 years due to climate change (With no cordniated fullfilment center)
Forces Toxic Prefrence for primary species,making Toxic Worlds habitable but making other planets that are not Tomb Worlds a pain to inahbit
Industrial Upkeep: -20%
Habitability: -30%
Biological growth rate: -90% (its hard to reproduce when you cant breathe!)
Mining Job effiency: +500%
Industrial Job Effiency: +250%
Technition Job Effiency: +250%
Farming Job Effiency: -50%
Monthly Food: -5%
Stability: -15% (the people are not happy with the rise in emissions!)
Pop Consumer Goods Upkeep: +100%
Gaia World habitability: -30% for all species inhabiting it (pollution decimates the "perfect" enviroment of Gaia worlds)
Cannot form Pacts with Enviromentalist empires and existing ones are removed
(If federation has an Enviromentalist Species) Monthly Cohesion: -50 per species
Tomb Worlds turn into Toxic Worlds after 25 Years unless there is no Cordinated Fullfilment Center
Can Colonize Toxic Worlds
-10000 opinion with supportive empires if any Ecological protection standards are passed in the galactic community
Cannot prepose Ecological Standards
Automatically preposes Repeal Recycling Initives upon selection (only if galactic community has formed)
Diplomatic Weight from Economy: +50%
Diplomatic Weight from Pops: +35%
Worker Political Power: -3.00
(if ecological protection is passed) -500 Opinion with all galactic community members if Trust is below 30%
Considered In Volation of Galactic Law unless the first level of Industrial Production is passed
Empires with 60% Trust or if they have any kind of Pact with you or are a Subject of you cannot prepose Ecological Protection in the galactic community
Cannot take Detox asension perk
if you have already taken it the slot is refunded and the perk is removed
Enviromentalist empires have the Enviromental Sin caucis beli on you, allowing them to go to war with the End Pollution wargoal,forcing all industrial buildings to downgrade to the lowest tier if you lose the war
Machine Worlds:
Biology is inherinently fragile. our dream world is one covered with machines and spewing factories. we must discover this dream,regardless if the risks we take.
(Requires Full Steam Ahead policy to be selected as Relentless Industrialist)
Permmantly locks policy upon selection!
Allows Taking Machine Worlds asension perk regardless of species
Can inhabit Machine Worlds regardless of species
Has all the modifiers of the Kill The World policy but buffs are 2x stronger and debuffs are 1.5x more punishing
Sanction Effect: -100% (this renders you immune to all sanctions. ♥♥♥♥ off, enviromentalists!)
Forces Toxic Prefrence just like Kill The World
Enviromentalist empires have the Enviromental Sin caucis beli on you, allowing them to go to war with the End Pollution wargoal,forcing all industrial buildings to downgrade to the lowest tier if you lose the war
World Transitions:
Wet/Cold --> Dry ---> Machine World
(No Cordinated Fullfilment Center)
Transition from Wet/Cold to Dry takes 5 Years and you only engage the Machine World transition via a dicision and it takes 50 years to execute
Wet/Cold --> Dry ---> Tomb World ---> Toxic World --> Machine World
(With Cordinated Fullfilment Center)
It takes 10 Years (or 25 without an upgraded Cordinated Fullfilment Center) to transition from a Toxic World to a Machine World (transition can be halted by a dicision that rises Pop Upkeep by 100%), transitioning from Wet/Cold to Dry takes 2 1/2 years, and the transition to a Tomb World from that takes the same time as a Toxic World to Machine World
Irrelevent:
Our shells need no biology to survive.
No Effects
(only choice for Machine species)
We Will Adapt:
The Enviroment is just another external entity. we need not worry.
No Effects
(only choice for Hive Mind Empires)
We are the planet:
If we are the ecosystem, we must preserve ourselves. its not difficult!
No Effects
(only choice for Wilderness empires)
I reduced a few of the bonuses for you. i also added in relevance to the Galactic Community. i also reduced a few of the debuffs to make it more balanced.
I might also add an exeption to Aquatic species to the policy if you so disire. (not the Aquatic species type but species with the Aquatic trait)