[MOD] Relativity - a balance and content mod

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I am looking forward to see where this goes. If you want help, I'll glady provide support and suggestions.

Some thoughts:
-> Since pops can use different food types, it might be possible to create different strata / pop tiers (think Anno series).
-> Tech spreading could probably be simulated with planet modifiers, at least for certain key technologies (think V2).
-> Governments could get more tiers or branching pathes. An NI-like mechanic would be possible via policies.

As for potential balance changes, here is the changelog from my own mod, maybe you find some things you'd agree with:
Code:
Buildings:
- Changed building cost to 30/60/100/150/210/280 (from 30/60/90/120/150/180).
- Added 0.25 minerals upkeep to all farm buildings (new).
- Added 0.5 minerals upkeep to all lab buildings (new).
- Colony Shelter: Reduced pop_ethic_shift to 0.1 (down from 0.2), added 0.01 energy and mineral yield and added 6 energy upkeep (new).
- Planetary Administration: Reduced Food and Mineral yield to 2 (down from 3), added 0.01 energy yield and added 4 energy upkeep (new).
- Planetary Capital: Added 0.01 energy yield and added 2 energy upkeep (new).
- Empire Capital-Complex: Added 5 energy yield (new).
- Slave Processing Facility: Increased slave_production_output and slave_food_output to 0.2 (up from 0.15).
- Grand Mausoleum: Added 0.05 pop_happiness (new).
- Royal Gardens: Added 0.05 pop_environment_tolerance (new).
- Xeno Zoo: Reduced pop_happiness to 0.05, but added 0.05 global pop_happiness (new) and made it empire_unique (new).
- Institute: Reduced all_technology_research_speed to 0.05 (down from 0.1), but increased engineering_research, physics_research and society_research to 6 (up from 5).
- Power Hub 1: Reduced energy yield to 2 (down from 3), but added 2 mineral yield (new).
- Power Hub 2: Reduced energy yield to 4 (down from 6), but added 4 mineral yield (new).
- Mineral Processing Plant 1: Reduced mineral yield to 1 (down from 2), but added 1 food yield (new).
- Mineral Processing Plant 2: Reduced mineral yield to 2 (down from 3), but added 2 food yield (new).
- New Building: "Holy Site" for Spiritualist Ethic that provides 1 influence yield, 0.05 global pop_happiness and 3 Food, Mineral and Energy adjacency (new).
- New Building: "Galactic Forum" for Xenophile Ethic that provides 0.05 all_technology_research_speed and 1 max_embassies (new).

Defines:
- SCIENCE_SHIP_WORK_SPEED_MULT: Reduced to 1.25 (down from 1.75).
- NEBULA_TRAVEL_SPEED_PENALTY: Increased to 0.5 (up from 0.3).
- BASE_MONTHLY_MINERALS: Increased to 5 (up from 0).
- BASE_MONTHLY_ENERGY: Increased to 5(up from 0).
- BASE_SURVEY_TIME: Increased to 60 (up from 20).
- LEADER_AGE_MIN: Reduced to 25 (down from 28).
- LEADER_AGE_MAX: Reduced to 45 (dwon from 50).
- BORDER_BASE_RADIUS: Reduced to 5 (down from 12).
- BORDER_POPULATION_MODIFIER: Increased to 0.3 (up from 0.15).
- FEDERATION_FIRST_LEADER_YEARS: Reduced to 8 (down from 10).
- FEDERATION_LEADER_ROTATION_YEARS: Reduced to 4 (down from 5).
- DEBRIS_DAYS: Increased to 3600 (up from 1800).
- MONUMENTAL_UNDERTAKING_DAYS: Increased to 720 (down from 730).
- COLONY_SENSOR_RANGE: Reduced to 15 (down from 32).
- ALLIANCE_INFLUENCE_COST: Reduced to 1 (down from 2).
- RIVALRY_INFLUENCE_GAIN: Reduced to 1 (down from 2).
- FRICTION_FROM_BORDERING_SYSTEM: Reduced to 2 (down from 3).
- CUSTOM_EMPIRE_SPAWN_CHANCE: Increased to 25 (up from 10).
- ADVANCED_EMPIRE_EXTRA_WARSHIPS_MIN: Reduced to 1 (down from 3).
- ADVANCED_EMPIRE_EXTRA_WARSHIPS_MAX: Reduced to 3 (down from 7).
- SPACEPORT_UPGRADE_TIME: Increased to 360 (up from 180).
- TECH_RESEARCH_NO_LEADER_PENALTY: Reduced to -0.1 (down from -0.25).
- SECTOR_CAP_INCR: Reduced to 0.1 (down from 0.25).
- SUBJECT_INTEGRATION_BASE_PROGRESS: Reduced to 2 (down from 3).
- SUBJECT_INTEGRATION_COST_PER_POP: Reduced to 5 (down from 10).
- LANDING_TIME_DAYS: Increased to 30 (up from 10).
- MIN_FOOD_SURPLUS_FOR_MIGRATION: Reduced to 2 (down from 3).
- MIN_HABITABILITY_TO_MIGRATE: Reduced to 0.4 (down from 0.5).
- WAS_ENSLAVED_LENGTH_DAYS: Increased to 3600 (up from 1825).
- EXTERMINATION_MONTHS: Increased to 12 (up from 6).
- COLONY_MONTHLY_GROWTH: Reduced to 1 (down from 2).
- START_ENERGY: Increased to 100 (up from 50).
- OUTPOST_STATION_INFLUENCE_COST: Reduced to 100 (down from 200).

Deposits:
- d_null_deposit: Increased weight to 75 (up from 50).
- Reduced yield 3 yield deposits to 2 yield.
- Reduced yield 4 yield deposits to 3 yield.
- Reduced orbital_weight for vast deposits to 15 (down from 30).
- Reduced orbital_weight for immense deposits to 25 (down from 50).
- Increased orbital_weight for small mineral deposits to 25 (up from 10).
- Increased orbital_weight for d_rich_energy_deposit to 30 (up from 20).

Edicts:
- New edict: "Science Subsides" that grants 0.1 tile_resource_physics_research_mult, tile_resource_society_research_mult and tile_resource_engineering_research_mult bonus for non-ethic_fanatic_materialist empires.
- share_the_burden: Reduced pop_robot_production_output to 0.1 (down from 0.2).
- propaganda: Can now be used by ethic_fanatic_collectivist.
- privatization_campaign: Increased tile_resource_energy_mult to 0.3 (up from 0.2).
- legal_aliens: Added 0.05 pop_happiness (new).
- illegal_aliens: Added 0.05 pop_happiness (new).
- religious_unity: Increased tile_resource_food_mult to 0.25 (up from 0.1), but reduced pop_growth_req_mult to -0.15 (down from -0.2).

Ethics:
- ethic_fanatic_individualist: Reduced pop_ethic_shift to 0.05 (down from 0.1).
- ethic_individualist: Reduced pop_ethic_shift to 0.025 (down from 0.05).
- ethic_fanatic_collectivist: Increased pop_food_req_mult to -0.2 (up from -0.1).
- ethic_collectivist: Increased pop_food_req_mult to -0.1 (up from -0.05).
- ethic_fanatic_spiritualist: Added -0.05 pop_ethic_shift (new).
- ethic_spiritualist: Added -0.025 pop_ethic_shift (new).
- ethic_fanatic_xenophile: Added 2 max_embassies and added 0.3 country_border_mult (new).
- ethic_xenophile: Added 1 max_embassies and added 0.15 country_border_mult (new).
- ethic_fanatic_xenophobe: Added 0.2 tile_resource_minerals_mult (new) and 2 country_core_sector_planet_cap (new).
- ethic_xenophobe: Added 0.1 tile_resource_minerals_mult (new) and 1 country_core_sector_planet_cap (new).
- Replaced pop_war_happiness effects for pacifist and militarist ethics with navy_size_mult.

Events:
- pirate.2: Reduced MTTH to 36 (down from 100).

Governments:
- military_dictatorship: Increased ship_upkeep_mult to -0.15 (up from -0.05).
- martial_empire: Increased ship_upkeep_mult to -0.30 (up from -0.1).
- divine_mandate: Added 0.05 pop_environment_tolerance (new).
- transcendent_empire: Added 0.1 pop_environment_tolerance (new).
- military_junta: Added -0.1 shipclass_military_station_build_cost_mult and increased country_ship_upgrade_cost_mult to -0.3 (up from -0.25).
- ordered_stratocracy: Added -0.2 shipclass_military_station_build_cost_mult and increased country_ship_upgrade_cost_mult to -0.6 (up from -0.5).
- theocratic_oligarchy: Replaced pop_ethic_shift with -0.15 pop_growth_req_mult (new) and added -0.25 edict_influence_cost (new).
- transcendent_oligarchy: Replaced pop_ethic_shift with -0.3 pop_growth_req_mult (new) and added -0.50 edict_influence_cost (new).
- peaceful_bureaucracy: Increased country_leader_cap to 2 (up from 1) and added -0.15 building_time_mult (new).
- irenic_protectorate: Increased country_leader_cap to 4 (up from 2) and added -0.30 building_time_mult (new).
- military_republic: Replaced pop_war_happiness with 0.15 army_damage_mult (new) and replaced ship_upkeep_mult with 1 country_core_sector_planet_cap (new).
- martial_demarchy: Replaced pop_war_happiness with 0.3 army_damage_mult and replaced ship_upkeep_mult with 2 country_core_sector_planet_cap (new).
- direct_democracy: Added 2 country_sector_cap_add (new) and 0.1 country_border_mult (new).
- subconscious_consensus: Added 4 country_sector_cap_add (new) and 0.2 country_border_mult (new).
- moral_democracy: Added -1 pop_slavery_tolerance (new).
- irenic_democracy: Added -1 pop_slavery_tolerance (new).
- indirect_democracy: Added 1 country_leader_cap (new).
- democratic_utopia: Added 2 country_leader_cap (new).
- plutocratic_oligarchy: Added 0.2 shipsize_mining_station_build_cost_mult (new).
- mega_corporation: Added 0.4 shipsize_mining_station_build_cost_mult (new).

Policies:
- Robots will no longer hate themselves when they turn Xenophobe or Spiritualist.
- Spiritualist pops will no longer object to ai_servitude law.
- leader_enhancement_selected_lineages: Reduced leader_age to 15 (down from 25).
- leader_enhancement_capacity_boosters: Reduced leader_age to 30 (down from 50).

Static Modifiers:
- Reworked happiness system: Now provides beenfits and penalties for every +/-5% happiness past 56-60.
- occupation: Added -25% yield penalty (except Food) (new).
- pop_planet_terraforming: Reduced pop_happiness to -0.75 (down from -1.0).
- inefficient_planet_management: Now reduces all yields (except Food) by -0.1 (new).
- inefficient_sector_management: Now reduces all yields (except Food) by -0.1 (new).
- ruler_ship: Increased ship_hitpoints_mult to 1.0 (up from 0.5).
- ruler_station: Increased ship_hitpoints_mult to 1.0 (up from 0.5).
- Changed Spaceport ship_armor_add progression to 10/20/30/40/50/60 (from 10/15/20/25/30/35) and ship_hitpoints_add to 0/1500/3000/4500/6000/7500 (from 0/1500/2500/3500/4500/5500).
- skill_ruler: Added 0.02 pop_happiness (new).
- managed_by_sector: Reduced pop_ethic_shift to 0.05 (down from 0.1) and added 0.05 pop_happiness (new).

Technology:
- New techolgies: tech_holy_grounds an tech_galactic_forum that unlock unique ethic buildings for Xenophile and Spiritualist.
- tech_centralized_command: Added 0.1 army_damage_mult (new).
- tech_combat_training: Added 0.1 army_damage_mult (new).
- tech_sensors_2: Added 0.01 ship_anomaly_generation_chance_mult (new).
- tech_sensors_3: Added 0.01 ship_anomaly_generation_chance_mult (new).
- tech_sensors_4: Added 0.02 ship_anomaly_generation_chance_mult (new).

Traits:
- New trait: trait_conservative (cost 1, -0.1 pop_ethic_shift).
- leader_trait_scout: Added 0.15 ship_speed_mult (new).
- leader_trait_charismatic: Added 0.05 army_damage_mult (new).
- leader_trait_army_logistician: Increased army_upkeep_mult to -0.5 (up from -0.2).
- leader_trait_resilient: Reduced leader_age to 20 (down from 25).
- leader_trait_substance_abuser: Reduced leader_age to -10 (down from -20).
- leader_trait_eager: Increased leader_influence_cost to -0.5 (up from -0.33).
- leader_trait_architectural_interest: Reduced planet_building_cost_mult to -0.1 (down from -0.2).
- leader_trait_environmental_engineer: Reduced planet_clear_blocker_cost_mult to -0.15 (down from -0.25).
- trait_ruler_military_pioneer: Changed spaceport_ship_build_cost_mult to -0.1 (from 0.1).
- trait_ruler_logistic_understanding: Increased ship_upkeep_mult to -0.15 (up from -0.1).
- trait_ruler_world_shaper: Increased planet_clear_blocker_cost_mult to -0.25 (up from -0.15) and replaced terraforming_cost_mult with 0.1 tile_resource_food_mult.
- trait_ruler_eye_for_talent: Changed leader_influence_cost to -0.15 (from 0.25).
- trait_ruler_charismatic: Replaced edict_length_mult with -0.05 pop_ethic_shift.
- trait_ruler_expansionist: Added -0.20 shipsize_colonizer_build_cost_mult (new).
- trait_ruler_fertility_preacher: Replaced tile_resource_food_mult with -0.2 pop_growth_req_mult.
- trait_ruler_explorer: Replaced ship_anomaly_research_speed_mult with 0.2 science_ship_survey_speed.
- leader_trait_archaeologist: Added 0.03 ship_anomaly_generation_chance_mult (new).
- trait_agrarian: Reduced tile_resource_food_mult to 0.1 (down from 0.15), but added 0.5 resource_food_add (new).
- trait_thrifty: Reduced tile_resource_energy_mult to 0.1 (down from 0.15), but added 0.5 resource_energy_add (new).
- trait_industrious: Reduced tile_resource_minerals_mult to 0.1 (down from 0.15), but added 0.5 resource_minerals_add (new).
- trait_extremely_adaptive: Reduced cost to 4 (down from 5).
- trait_rapid_breeders: Increased pop_growth_req_mult to -0.2 (up from -0.1).
- trait_slow_breeders: Increased pop_growth_req_mult to 0.2 (up from 0.15).
- trait_very_strong: Reduced cost to 3 (down from 4).
- trait_nomadic: Added 0.1 tile_resource_food_mult (new).
- trait_sedentary: Added -0.1 tile_resource_food_mult (new).
- trait_charismatic: Added 0.25 influence_gain_add (new).
- trait_repugnant: Added -0.25 influence_gain_add (new).
- trait_venerable: Reduced cost to 3 (down from 4), but decreased leader_age to 60 (down from 120).
- trait_enduring: Reduced leader_age to 20 (down from 30).
- trait_decadent: Added 0.1 pop_food_req_mult (new).
- trait_robotic_1: Added 0.1 tile_resource_food_mult (new).
- trait_robotic_2: Increased tile_resource_minerals_mult to 0.2 (up from 0.15) and added 0.2 tile_resource_food_mult (new).
- trait_robotic_3: Reduced tile_resource_engineering_research_mult, tile_resource_physics_research_mult, tile_resource_society_research_mult and tile_resource_energy_mult to 0.1 (down from 0.2), but added 0.2 tile_resource_food_mult (new)
 
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Well, Sir - it's good you to have you and your mods back.
*puts tophats on his avian guys*
 
If you need some economic inspiration, here is a draft for a basic ressource system that I wanted to test in a mod. Basically a "mine offworld, manufacture into yield onworlds" to get rid of all the M/E deposits. To encourage trade the spaceport stuff would be empire unique.

How many of the T2 names can you figure out? :p
Ressource_List.jpg
 
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Afaik that's not possible - so you'd probably need either special country edicts to regulate cost (different tiers with different upkeep that allow planetary ones) or you'd need silent events that drain influence once a year (should work if edicts can be checked with planetary modifier triggers). Or tie the edicts to influence-consuming buildings.
 
I noticed that quite a few buildings produce the same ressource they consume. In case that is done to allow "mining" the ressource deposits on tiles, it's enough to add a tiny (e.g. 0.01 yield).

That would be better than using +1 yield +1 upkeep, because it seems that the production chains brake down easily if there is ever a shortage - even if using some of the initially available ressources would be enough to fuel one of the buildings that has enough output for everything else.

In my case, I had a 5 Cred / 4 Nut Bank that would have produced enough surplus Nut to maintain all other Nut buildings - but whenever I moved a pop from a pure Nut production tile, it stopped working (apparently because colony hubs were prioritized over it?).
 
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In case of an early game psi tech, you could go with something like thought-controlled machinery. A first babystep before actual mind/mind interaction.
 
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I'd assume the biggest problem for the AI is actually getting the economy going.

Speaking of that: Considering that the Main Colony Hub only has E/M adjacency bonuses (and that a +1 bonus equals a 50% boost in case of minerals), the initial building placement on the homeworld should probably be changed once the basic economy design is done.

So far I like that the game encourages offworld ressource gathering and on-world processing. But I am not sure if a hybrid economy wouldn't work better (particularly with the AI). Right now I noticed that the on-world production (outside of Nut) is pretty pointless, considering that it is much better to grab Tritanium and Energy via Offworlds. So I'd suggest to use F/M/E deposits on planets, with high base yields (2-4), but also significantly reduced frequency. Strategic ressource deposits could be placed mostly on offworlds, with some rare (but big) planetary deposits. That way you'd have a basic low-tech first sector economy that provides some basic income, but high potential extra yields from processing offworld mining operations.
 
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Which makes sense in the base game, considering how powerful and important deposits are.
Best way to solve that is to reduce the number of deposits to create more empty tiles, and increasing yield per deposit a bit to comepensate.
 
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In regards to the tech tree: Do you want to have a traditional "fixed" tech system or something "dynamic" like SotS, where certain techs are available in one game, but locked in another?
 
How about adding ethic-specific techs (like Frontier Collectives and the like), e.g.1 special line per ethic?
 
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You could also try to limit deposits to certain planet types and make them a local resource (like food).
Limiting buildings via homeworld type might be possible - check the trigger limitations from the colonization techs.
 
I'm intending on adding adjacency bonuses at some point too, though the AI won't know how to use it.
I advice caution with that, because it will lead to very geometric build patterns and/or mono/duo culture planets.
 
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Hard to estimate without seeing the strength of a BB. Feels pretty "meh" when looking at the upkeep cost.
 
Ach, I had completely forgotten about this...
...but I will be back!
...actually I think *I AM* back.

Looking forward to test the current version! :)
 
Alas, cruel fate! :p
Godspeed!
 
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