[MOD] Relativity - a balance and content mod

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Naselus

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They're working for me :/ Will upload an updated version shortly anyway.
 

Naselus

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Updated to 103.0.4.

Please delete existing mod files when unzipping, some files have been removed. AI definitely builds the buildings, because I've just watched one being built.
 

ifail

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would you be able to add the hardness,insane difficulty tweaks? (removes research bonus in AIs as well as remove the diplomacy penalty so diplomacy works again in playing AIs) as well as maintain the resourcves bonus for the AI so they make more ships than you
 

defendurname

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I wonder if I should reinstall the game. I've installed your new version of the mod and I still dont see them building mineral refineries at 2249. I'm playing at Hard and they are colonizing fairly well but I suspect thats just the extra resources from Hard difficulty. Isthere a command to tag switch? I only have access to the 2nd most advanced empire I've met: the most advanced hates my guts so I can't see his planets.

EDIT: I just declared war so I could see his planets and I couldn't see any minerals being built. Would be nice if someone else could confirm they build any apart from myself and Nas (and the capital world doesn't count because everyone starts with 1-2 refineries).
 
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HrPeanut

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To change tag you can use the command "play" in the ingame console. The command take an empire ID as argument. How to find an empire's ID i do not know but you can always use trial and error.
 

Naselus

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EDIT: I just declared war so I could see his planets and I couldn't see any minerals being built. Would be nice if someone else could confirm they build any apart from myself and Nas (and the capital world doesn't count because everyone starts with 1-2 refineries).

No-one starts with more than 1 refinery (having 2 would make them begin in mineral deficit - you can check this in the empire initiializers). So if you see 2 refineries on a capital world, the AI has built one of them during the course of the game. I also literally saw one in the process of finishing one (watched it count down from 20 days to zero) on a secondary world, but it had to wait for the T2 colony hub so it takes maybe 25 years to be able to do it.

Usually, the AI appears to build a second mineral processor within the first 20 years or so and then spends the bulk of it's minerals on colonizing and stations. It doesn't like building empty buildings, so it waits for spare pops; this makes it kinda slow to develop (it seems to really kick into action after 50-60 years presently). I can tweak this behaviour in defines to some extent eventually.

I might also unlock mineral processors on colony shelters, so the AI can build them on brand-new planets. Or at least do like a level 0 version of the building.
 
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BrokenSky

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No-one starts with more than 1 refinery (having 2 would make them begin in mineral deficit - you can check this in the empire initiializers). So if you see 2 refineries on a capital world, the AI has built one of them during the course of the game. I also literally saw one in the process of finishing one (watched it count down from 20 days to zero) on a secondary world, but it had to wait for the T2 colony hub so it takes maybe 25 years to be able to do it.

Usually, the AI appears to build a second mineral processor within the first 20 years or so and then spends the bulk of it's minerals on colonizing and stations. It doesn't like building empty buildings, so it waits for spare slots; this makes it kinda slow to develop (it seems to really kick into action after 50-60 years presently). I can tweak this behaviour in defines to some extent eventually.

I might also unlock mineral processors on colony shelters, so the AI can build them on brand-new planets. Or at least do like a level 0 version of the building.

Level zero versions would be good.
 

Naselus

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Level zero versions would be good.

Mostly want to avoid creating a building which gives minerals for free though. Have currently just unlocked the T1 one to be used on basic colonies.

In other news, we're presently in the process of sorting out the tech framework. We've not managed to add new disciplines, so we're stuck with physics, social and engineering (at the moment), but we've added lots of new categories. Every category will offer 1 tech at a time with long prerequisite chains, upto level 20.

In order to keep the possibility of dangerous and rare techs, some will be added in. These will mostly be used as 'crossover' techs - so for rare tech A you might need low-tier techs from 3 or 4 separate categories.

So, for example, Mass Drivers will increase in a fairly predictable way. Mass driver 1 unlocks basic mass drivers, mass driver 2 unlocks improved mass drivers, and mas drivers 2 requires you to have already learned mass driver 1 before it is offered.

However, Doom Cannon might require Mass Driver 3, Plasma 2, and Theoretical Physics 3 to appear.

That way, we can keep rare and dangerous tech but keep it from crowding out 'real' techs.
 
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BrokenSky

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Mostly want to avoid creating a building which gives minerals for free though. Have currently just unlocked the T1 one to be used on basic colonies.

In other news, we're presently in the process of sorting out the tech framework. We've not managed to add new disciplines, so we're stuck with physics, social and engineering (at the moment), but we've added lots of new categories. Every category will offer 1 tech at a time with long prerequisite chains, upto level 20.

In order to keep the possibility of dangerous and rare techs, some will be added in. These will mostly be used as 'crossover' techs - so for rare tech A you might need low-tier techs from 3 or 4 separate categories.

So, for example, Mass Drivers will increase in a fairly predictable way. Mass driver 1 unlocks basic mass drivers, mass driver 2 unlocks improved mass drivers, and mas drivers 2 requires you to have already learned mass driver 1 before it is offered.

However, Doom Cannon might require Mass Driver 3, Plasma 2, and Theoretical Physics 3 to appear.

That way, we can keep rare and dangerous tech but keep it from crowding out 'real' techs.

Will there still be the capacity to tech up weapons tech to higher levels faster if that tech has been researched by other empires you know? (Weight then being something like 0, +5 if you have the prior version, then +1 for every empire with the tech). Or by researching debris?

This was one of the better parts of the original tech system IMO, because it helped out empires who were falling behind in military technology in a way which was pretty reasonably done.
 

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Played a bit yesterday on insane AI. AI did seem to colonize and behave normally, but obviously very inefficiently. I was way ahead on colonies and economy, and keeping up in military and tech easily. I had about 10 colonies only 1 or 2 were planetary administrations, and almost all of them were for outscourcing some science or nutrients off of my homeworld so I could fit more refineries there.

I really like this idea though, it makes you feel a lot more like your older colonies are really becoming developed, while you are spreading the burden of supporting them onto newer colonies. The minerals bonus from refineries really encourages planets to be specialized in refining and to shunt other types of production to the periphery. The nutrients cost to get food does the same. I would suggest even more things like this. You could have effectively Forge Worlds or Coruscant type planets in the late game, which completely rely on the empire to function.

The slow growth of pops was interesting, it means your new colonies aren't giving you that much for a very long time, on the other hand, it also means that spamming colonies is even more important than in vanilla for long-term growth, since each planet can only grow at a fixed rate, the only way to get more total pop growth, is simply to have more planets so more total pops are growing. I'm not sure how feasible this would be, but some kind of way of limiting the total growth of the empire might be good. I'm not sure why vanilla just lets you magically create pops out of thin air for colonies, and why 1 pop grows nearly as fast as 10 pops growing. (Growth in vanilla is actually slower with more people on the planet, for some reason...)

I think spaceport modules were reverted or something, because i was seeing the +3 food and +3 credits ones again. I also got a few bugged techs, where things like tier 4 space port modules were showing up after I researched the first ones.

Great work so far! I will keep testing when I have time and report back. ;)
 
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Just put your mod in observe mode for 65 years to see if the AI is building buildings. Just 6 empires with no advanced starts. A few observations.

The AI colonised a lot. First empire colonised by year 14 the last one by year 42. The trigger seemed to be getting galactic administration tech (think that's the one) and upgrading to planetary capital. Only then would they build a colony ship. I don't know if this is programmed behaviour or that the AI wanted to get to a threshold mineral/food supply before they colonised. Once they started though,they rapidly colonised several worlds. It led to a snowball effect as the early upgraders to planetary capital got a massive headstart in colonisation which then fed through to their science and production.

AI does sometimes build a second refinery on the homeworld, but at year 65 no empire had a third refinery anywhere even though colonies had been upgraded to planetary administration. All empires were running a 30-55 mineral/production surplus purely off the planetary capitals and planetary admins. These bonuses might need to be nerfed or removed otherwise I think the AI is happy enough at that level.

Because it's not building refineries, all empires had huge surpluses of tritanium. They had exploited all orbital resources and still built a lot of useless mines on their colonies (one colony with 5 pops had four mines). The AI is wasting a lot of production and pops on extracting tritanium.

The AI never built any banks. Upgrading the original two banks they started with was enough to have a healthy income and they all had massive stockpiles of credits. This is probably because there is little use for credits in the economy in it's current state. If they ran into a deficit then they might start building more. The higher tiers banks are probably also OP.

All empires were producing between 2x and 4x the necessary amounts of nutrients and electricity.

Basically the colonies became a mix of mostly useless mines, farms and powerplants with the odd lab (couldn't say if they built labs any more or less frequently than vanilla). Tier 0 banks and refineries (possibly turning 2 tritanium to one production) might get more variety going. You could do away with planetary tritanium mines entirely and still have enough from offworld as is, though I get why you wouldn't want that.

There were also some pops on tiles with no buildings despite all empires having production stockpiles in the thousands.

One race achieved FTL while I was playing. They spawned a planetary captial but only one +2 nutient farm so they were producing 0 food and 0 production and had no way to build anything to get them out of the hole
 
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Naselus

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great feedback, thanks :)

I played through to about 120 years in myself over this weekend. Several AIs had built quite a lot of banks, which I presume was a reaction to their fleet build-ups later on - but yes, while they're building the mineral refineries, they're not building enough of them yet (one empire had 20 planets and about 12 refineries spread between the lot). I think this might be something that can be dealt with by tweaking the values in defines.lua though, so I'm not hugely worried about it just yet.

Electricity is going to become a lot more useful in the next patch - it's going to start being consumed by banks. When I added this in and reloaded my save, I disvocered that one AI had built so many banks it instantly consumed it's entire electricity surplus. He was a military dictatorship who'd conquered a couple of other races, so I'm guessing he started building them in reaction to his maintenance.

The next big release will feature the completed framework of the new tech tree, so we're busy working away on that atm. Once that's in place, I'll go back to seeing if I can sharpen up the AI.
 
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Some feedback after playing about twenty years. Was somewhat sleep-deprived and am beginning to get a bit bored of Stellaris (tbf 90 hours may be time to take a break...) so probably take this with a grain of salt - esp as regards pacing.

  • Half the scientist skills don't have localisations, and either I'm being thick, or the colour coding and icons for them are less clear and straightforward than they were in vanilla. The lack of informative tooltips also means it's hard to know how useful the specialisations are as compared to something like the genius trait.
  • Don't know if this is possible, but it would be really good if there was some way of limiting scientist trait gains to ones relevant to the work they were doing. It's bad enough when your researchers are getting specialisations in the wrong fields, but when they're getting survey bonuses it's just pointless
  • Had all my scientists level up plenty and earn lots of traits, which was great, but my leader and my colony governor (who were both there for the entire duration) didn't level up at all or gain any traits.
  • I think it would be good to have a starting leader cap of 6, or at least make the tech for it more readily available. Starting at the limit means you can only have one science ship without sacking somebody else, and with only one science ship frankly it can get a bit boring. In the whole 20 years I didn't once come across a tech for more leader slots.
  • the spaceport design window is really glitchy and broken. No utility slots, and at least on my resolution all the additional sections overlap unreadably, and only the base section has any slots at all.
  • the ship designer has a weapon called "border beacons" that you can't put on any ships and has no description. Presuming this is some weird artifact of putting the frontier outposts in the designer.
  • Designing frontier outposts and transports seems to work fine, I think. Could we get mining and research stations here too?
  • Should the spaceport solar panels module not be providing energy rather than credits?
  • Honestly, the early game is feeling quite slow and a bit boring for me in this build. I think there are two main components to this:
    1. The economy's too easy. It seems like you've decreased mineral costs for most things? I suspect you've done it too far. Quickly save enough to build enough mining stations to gradually replace your starting power plants and mines with processing plants, and soon you've got more minerals than you know what to do with. Had full development (relative to population) on my homeworld and two colonies with another on the way, constructors building mines I didn't need as fast as my influence spreading would allow, a sizeable navy, and had a few thousand minerals spare in the bank. This was just too easy, didn't leave me with many decisions to make because I was making funds faster than I could spend them. Credits and energy were also trivial to balance without denting mineral income.
    2. Partly because you have more minerals than you can spend, the only limits left on your expansion/development really is population growth, a variable which afaik you have no way whatsoever of influencing, leaving it as just a waiting game. Admittedly there's also influence growth (although I think this is a function of population?) but that only really leaves you the option to spam frontier outposts to build research stations or mining stations that you don't remotely need.
  • Probably this can all be fixed by just reducing the mineral income from processing centres.
  • I feel like armour and shields ought to have higher probabilities of turning up. Early on, they're the main realistic avenue for upgrading your ships (you start with no defence options, and they're much faster to research than any of the improved weapons iirc) but it took me a very long time to see armour come up, and I don't think I saw shields in the whole twenty years.
  • I like the way you're encouraged, at least in the early game, to outsource your agriculture to frontier worlds in order to develop your industry and commerce in the core. The same system also encourages you to outsource your research to the frontier, which admittedly feels less natural.
  • Obviously didn't play long enough to see much of the AI, but met a few, and at least one of them was only a colony behind me fwiw
Oh, and if it matters, I was playing fanatical collectivist (slavery maybe helped the mineral situation) and militarist with wormholes (another station to sink minerals into).

Hope some of that's helpful. Probably I'm going to take a break from Stellaris for a bit (start having a social life again...) so probably won't be able to help much with testing any more. Will almost certainly be back within two official patches at the latest, though, if I'm not tempted back sooner by modding developments! Probably will still be popping in now and then to see how y'all are getting on, say hi, and occasionally give my two cents :)
 
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Bintang9

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Tech tree and the electricity changes sound good. Left observe mode on till year 100 while I painted a ceiling.

A few AIs have started building a couple of extra banks. They're nearly all only 0-10 surplus though with teeny-tiny fleets. I don't know if they've lost their ships in wars, but they are at a 10th of their fleet cap and they have no credits to support any more. One AI with 50% fleet cap is -14 credits but has still not built a single extra bank. The only AI that is near it's fleet cap and has a large surplus of +90 has the next tier banks and took over another empire's homeplanet.

No idea how the AI works but it does seem to prefer farms, mines and power plants to your new production and credit buildings. Does it have an in-built preference for the power stations, farms and mines even though their function has changed? Or does it prioritise strategic resources over credits and production? Probably the wrong questions.

Still not a single third refinery, except for one the conquerer AI. Production surpluses right now are basically just a measure of the number of colonies. Setting up a colony and then upgrading the capital is a way of getting free minerals. One AI with 16 planets has only one refinery yet is sitting on +100 production and I assume it must be more than happy at that level. As nothing uses production for maintenance, the surplus will keep growing as long as more colonies can be established. I'd be tempted to ditch the production bonus for the capital. Would it be possible to have a unique building on the starting planet (which can't be built on colonies) that gives a production bonus just to get the economy rolling. Call it homeworld industries or something. Then I think the AI would get to a point of building more refineries as it expands.

Anyway, I'll leave any more testing till you've updated things. I'm sure you'll figure it out. Excited to see how it all progresses.
 
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slipbeneath

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Really digging the way this mod is coming along. Looking forward to it shaping up in the future.

Played around 60 years and these are my observations:

* I cannot technologically enlighten a primitive civilization. Don't know if this was intentional to help with testing.
* Too easy to accumulate credits. They're less useful early game, but by the time they become useful (year 20), I've already solved my mineral problem and can afford to spam banks and their upgrades. Exponential growth from then on.
* As much as I love the idea of new resources, they eventually all become worthless once I make enough minerals.
* Tritantium is far too common and available - I can spam asteroid mines, and have more than enough Tritantium forever
* Refineries are worthless compared to just spamming new colonies. It gets to the point where creating new colonies just trumps everything because of the capital mineral production. But then once I have like 3 or 4 planetary administrations, I'm swimming in resources, and no longer have much of a need to colonize further, beyond conquest for its own sake. Then I'm just colonizing for research points and banks ad-nauseum
* Food and Nutrients are trivial to acquire
* Any size of space torpedoes dominate everything, primarily due to range.
* Autocannons are too weak, even with their rate of fire
* Lasers have too short of range
* Influence points are far too easy to accumulate, and quite useless. After about 20 years I was at the 1000 Inf Point ceiling and stayed that way for the next 40 years, as I had nothing to spend them on. I was using as many edicts as I could as well. A new series of edicts would be good?
* I noticed a 3 planet Fanatic Materialist/Individualist empire devoured another 3 planet empire in one or two years around year 25
* AI empires either expand vigorously, or stay on one planet.
* Scientists receive too many traits too quickly. Most of them completely unrelated (a bad thing in my mind) and contradictory, and all of them eventually get the trait 'stubborn'
* Could we get an option to retrofit stations, like we do with ships?
* Too many tech options for orbital hydroponic farms. And food is trivial to acquire anyways
 
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BrokenSky

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* Influence points are far too easy to accumulate, and quite useless. After about 20 years I was at the 1000 Inf Point ceiling and stayed that way for the next 40 years, as I had nothing to spend them on. I was using as many edicts as I could as well. A new series of edicts would be good?

Can't comment on the rest, but this is intended. Influence is intended to become a cap on how much you can do in a month. If you aren't using all your influence, you lose it. The Inf pool is an artifact; you aren't meant to spend it (though personally I would have a small pool to allow you to run at a deficit for a short period; ~60 points perhaps?)
 

Naselus

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Loving the quality of the feedback, lots of details :)


* I cannot technologically enlighten a primitive civilization. Don't know if this was intentional to help with testing.

Hmm, should be able to (I did) :/ Are you sure your government isn't just preventing it?

* Too easy to accumulate credits. They're less useful early game, but by the time they become useful (year 20), I've already solved my mineral problem and can afford to spam banks and their upgrades. Exponential growth from then on.

Yeah, the balance is presently more or less non-existent :) Have made this harder by giving banks and energy requirement; might nerf their output a bit too.

* As much as I love the idea of new resources, they eventually all become worthless once I make enough minerals.

Now I'm sure the AI will build the processing plants, I can abolish minerals on colony hubs (or at least drastically nerf them). Also, we've not really touched on the prices yet. This is going to change once the tech rework is in place.

* Tritantium is far too common and available - I can spam asteroid mines, and have more than enough Tritantium forever

WAD. Tritanium is like the lowest common denominator.


* Refineries are worthless compared to just spamming new colonies. It gets to the point where creating new colonies just trumps everything because of the capital mineral production. But then once I have like 3 or 4 planetary administrations, I'm swimming in resources, and no longer have much of a need to colonize further, beyond conquest for its own sake. Then I'm just colonizing for research points and banks ad-nauseum

See above.


* Food and Nutrients are trivial to acquire

Much like Tritanium, that's not really a problem, they should be. One dedicated farm planet should really support upto 10 major planets.

* Any size of space torpedoes dominate everything, primarily due to range.
* Autocannons are too weak, even with their rate of fire
* Lasers have too short of range

Want to hear more opinions on this, as the weapons rework is early-stage and you may just have a poor component mix..

* Influence points are far too easy to accumulate, and quite useless. After about 20 years I was at the 1000 Inf Point ceiling and stayed that way for the next 40 years, as I had nothing to spend them on. I was using as many edicts as I could as well. A new series of edicts would be good?

As noted above, there's going to be no influence 'pool' once I'm sure all the flat costs have been removed.


* I noticed a 3 planet Fanatic Materialist/Individualist empire devoured another 3 planet empire in one or two years around year 25
* AI empires either expand vigorously, or stay on one planet.

Will keep prodding the AI for a long time yet :) I think some personalities are seriously gimping themselves (the nice guys, mostly). The aggressive dudes are doing very well for themselves in both conquest and general colonization.

* Scientists receive too many traits too quickly. Most of them completely unrelated (a bad thing in my mind) and contradictory, and all of them eventually get the trait 'stubborn'

This is in progress atm. Scientists WILL continue getting random expertise (which is being renamed 'research interest'); a scientist with a given research interest is (all but) guaranteed to get the tech category when researching. This will help the player aim for specific tech types.

* Could we get an option to retrofit stations, like we do with ships?

If it's possible, sure :)

* Too many tech options for orbital hydroponic farms. And food is trivial to acquire anyways

These are now prerequisites of each other so you shouldn't get offered too many of them anymore.
 

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I agree that credits are probably too easy to come by. I have been comfortably in the black without really paying attention. I think maybe more things should require credits (mining stations, research stations) either in maintenance or an upfront cost. I just feel like I have nothing to spend them on except my navy and frontier outposts (which makes it so I can buy as many of the latter as I want)
 

Linred

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Well after testing for quite some time here are a few remarks:


Buildings chains
Many buildings chains are off. You seem to not be able to create some even though you have the technology/resource (I guess it's because many still have
is_listed = no
inside them but I may be wrong.

Besides, you often end up with a building needing a specific resource that can only be unlocked by another tech that you did not get. (ex: dm_power_plant_1 can be researched before the dark matter resource reveal).


Fleet combat
Right now, even though torpedoes have the highest range they are heavily countered by PD (the player is clever) and it's the projectile artillery which is king. I decimated a fallen empire with 10 battleship almost full of kinetic artillery lvl 2 without any real danger. It is usually enough to trump any fleet even corvette spam. (I may have hit bonus from buildings/admiral but it is still a definite advantage)


Ideal size of empire
Due to the tech cost increase per pop higher than vanilla, expansion is even less cost effective tech wise. Besides as the growth rate is reduced and robot pop do not contribute to research before synth, tall seems to be the ideal strategy. Keeping 25 pop for most of the game allowed me to distance the AI effectively in tech which allowed me to get battleship/long range weapons before everyone and destroy any opposition. The stategy was to expand via frontier outpost and maximize research stations anywhere. I did a pacifist run so could not purge any xenos, but an expansion strategy that would be without fail would be to take planet, build outpost, purge and move on to the next conquest. It involves transforming most of the homeworld into a bank but you can get the better tier quicker thanks to the cost effective tech research.
 
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