[MOD] Relativity - a balance and content mod

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Walleriousis

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I thought I found an "elegant" solution by adding a modifier +1 influence to the planet, but it seems bugged. I tried both influence_gain_add and planet_resource_influence_add, but they just show up on the planet production screen without actually adding to the empires gain. Works for other resources.
 

Arcvalons

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Strategic Resources are used to generate minerals. Basically, a lot of the expenses are locked on mineral or energy costs. So the economy has to be designed with them as the end-point rather than the start-point.

Wouldn't it make more sense then to make Minerals/Production less of an accumulative resource and behave more like a modifier? Not sure how possible that would be in modding terms.
 

Naselus

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Wouldn't it make more sense then to make Minerals/Production less of an accumulative resource and behave more like a modifier? Not sure how possible that would be in modding terms.

It basically isn't possible due to the way many things are structured. Building ships and stations actually need to be made with bulk sums of minerals, you cannot change it to anything else.
 

Naselus

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I thought I found an "elegant" solution by adding a modifier +1 influence to the planet, but it seems bugged. I tried both influence_gain_add and planet_resource_influence_add, but they just show up on the planet production screen without actually adding to the empires gain. Works for other resources.

Yeah, that's where it's falling down for me too.

Hmmm. Wonder if I can add an effect to a building to cause it to consume X inf...
 

Walleriousis

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Can variables be used in modifiers? Like, a variable set on game start to 0, and is increased every time you issue an edict and is subtracted by an hidden event after 10 years.
 

Naselus

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I think the simplest answer is to just beg Paradox to make a planet modifier that can subtract galaxy-wide influence, tbh.
 
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keynes2.0

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There are building modifiers that can affect galaxy wide build cost. What if all influence modifiers were made percentages? So to subtract 1 influence a month you just reduce influence gain by 33%.
 

Walleriousis

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I think the simplest answer is to just beg Paradox to make a planet modifier that can subtract galaxy-wide influence, tbh.
That is what planet_resource_influence_add is supposed to be, judging by how the same format works for other resources.
 

Arcvalons

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It basically isn't possible due to the way many things are structured. Building ships and stations actually need to be made with bulk sums of minerals, you cannot change it to anything else.

Hmm, I see. How about something like this, then:
No Production or Credit resources at all "in the wild", but each fully grown POP in your empire gives an additional +1 Production monthly, and Strategic Resources are multiplied by the amount of POPs in the empire to generate additional resources. For example, you have 6 strategic resources of a specific kind x 10 pops, 60 production generated monthly. You would need to increase production costs for everything though because of inflation.
 

Naselus

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There are building modifiers that can affect galaxy wide build cost. What if all influence modifiers were made percentages? So to subtract 1 influence a month you just reduce influence gain by 33%.

Was intending to look at the viability of using that for empire-wide policies.

The desired inf system is pretty simple, really:

Everything effects rate, no inf stockpile.
All planet hubs beyond the shelter give X inf/level
Every planet edict costs X inf (so each planet can support an extra one edict per level of it's hub)
Every Empire policy active uses Y% of total inf-per-month.

This way, the number of empire-wide policies you can be running at any given time is completely unrelated to empire size - having a dozen planets or one planet, you can still support the same number of them. Meanwhile, per-planet edicts are tied to the size of the bureaucracy, so a highly-developed empire has more flexibility with them that a large but poorly developed one.
 

Naselus

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Hmm, I see. How about something like this, then:
No Production or Credit resources at all "in the wild", but each fully grown POP in your empire gives an additional +1 Production monthly, and Strategic Resources are multiplied by the amount of POPs in the empire to generate additional resources. For example, you have 6 strategic resources of a specific kind x 10 pops, 60 production generated monthly. You would need to increase production costs for everything though because of inflation.

It's done with buildings, actually (so that most of your empire is tied up working in factories). The basic tiered-economy is already in the game, I don't really need ground-up suggestions in that area now - especially as the game's economic structure is not hugely flexible.
 

BrokenSky

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Was intending to look at the viability of using that for empire-wide policies.

The desired inf system is pretty simple, really:

Everything effects rate, no inf stockpile.
All planet hubs beyond the shelter give X inf/level
Every planet edict costs X inf (so each planet can support an extra one edict per level of it's hub)
Every Empire policy active uses Y% of total inf-per-month.

This way, the number of empire-wide policies you can be running at any given time is completely unrelated to empire size - having a dozen planets or one planet, you can still support the same number of them. Meanwhile, per-planet edicts are tied to the size of the bureaucracy, so a highly-developed empire has more flexibility with them that a large but poorly developed one.

Can't you make it so planet edicts give +(-1) inf on capital? Or does it have to be a %age planet wide?
 

Naselus

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Can't you make it so planet edicts give +(-1) inf on capital? Or does it have to be a %age planet wide?

If I can figure out a way to apply a modifier to a building, sure.
 

dowdpride

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so as another sidenote, are you planning on making planetary bombardment more effective? I have been very dissapointed so far that even on max bombardment I cannot recreate the destruction of Taris albeit on a bunch of fungus people
 
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Cannes

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Another thing which struck me with über sized maps is the shortage of leaders this will lead to. The leaders available to you should scale somewhat with the size of the galaxy also, I feel. Perhaps through tech as it shouldn't be too easy to stick governors, scientists and admirals on every single thing you might want in the early game...
 
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dowdpride

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Another thing which struck me with über sized maps is the shortage of leaders this will lead to. The leaders available to you should scale somewhat with the size of the galaxy also, I feel. Perhaps through tech as it shouldn't be too easy to stick governors, scientists and admirals on every single thing you might want in the early game...
yeah I have a big issue with this playing on huge galaxy size. Something like 80% of my leader capacity needs to be for governors...
 

BrokenSky

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yeah I have a big issue with this playing on huge galaxy size. Something like 80% of my leader capacity needs to be for governors...

I just tend to not have governors anywhere but the sectors which are:
* biggest (total development)
* Most valuable (e.g. for science)
* most vulnerable (e.g. conquered region with unhappy aliens with different ethics)
 
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dowdpride

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I just tend to not have governors anywhere but the sectors which are:
* biggest (total development)
* Most valuable (e.g. for science)
* most vulnerable (e.g. conquered region with unhappy aliens with different ethics)

ive been playing a lot of aggressive expansion games and i almosty always require a governor on a new colony. That extra bit of food and growth is super helpful.
 

Energico

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so as another sidenote, are you planning on making planetary bombardment more effective? I have been very dissapointed so far that even on max bombardment I cannot recreate the destruction of Taris albeit on a bunch of fungus people

I've been thinking this too. After some poking around, my initial idea for this is to use the Prethoryn orbital mechanic to turn worlds to barren after full bombardment is commenced. I think if you removed the "infected planet" trigger from the Prethoryn bombardment crisis, you could glass planets whenever. I'm aware that the mechanic is currently bugged, although I have a mod that supposedly fixes it. I also haven't found the actual bombardment modifiers yet.(EDIT: Just found them) There is also an on_action file that has the possibility to trigger events when full bombardment is commenced, so that might be an option too.

I wonder if this is ultimately a good thing though. It needs to have massive consequences and/or even more restrictions on who can use it, otherwise you'll quickly run out of planets on smaller galaxies since I don't think you can "fix" barren worlds. Or perhaps it could be enabled by event? Either way, this looks feasible initially.
 
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