[MOD] Relativity - a balance and content mod

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BrokenSky

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I think we can easily limit it to primary species only. We may even be able to create a policy choice which determines it, in fact.

Regardless, atm it picks the POP you recruit at random, which makes using it as 'special purge' is tricky anyway.

Policy would be good. In the base game you recruit armies based on which species you recruit from; shouldn't the pop used up reflect this?

Also (unrelated) would it be feasible to implement some kind of experience mechanism for actual units? (I'm thinking of battleships mainly; capital ships not escorts).
 

Naselus

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Also (unrelated) would it be feasible to implement some kind of experience mechanism for actual units? (I'm thinking of battleships mainly; capital ships not escorts).

It's doable using ship-scoped variable counts which accumulate on victory and apply triggered modifiers when it gets to certain levels. Might be a bit cumbersome and hard to relate through the UI, though.
 

BrokenSky

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It's doable using ship-scoped variable counts which accumulate on victory and apply triggered modifiers when it gets to certain levels. Might be a bit cumbersome and hard to relate through the UI, though.

Hmm. Maybe if it were visible on the "inspect ship" screen that would be enough. Dunno though.
 

atazsk

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I must be missing something but i'm not sure how to get more minerals? I can find only Titanium on planets, and i'm getting +1 minerals only. The same goes for energy credits. What do i do with nuclear fission and Titanium? Is there a guide for all this somewhere? I'm really at a loss
 

Naselus

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I must be missing something but i'm not sure how to get more minerals? I can find only Titanium on planets, and i'm getting +1 minerals only. The same goes for energy credits. What do i do with nuclear fission and Titanium? Is there a guide for all this somewhere? I'm really at a loss

You need to build refineries to convert Tritanium into minerals. Most buildings use fission as a maintenance good.
 

BrokenSky

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@Naselus How are you for graphics?

No let me rephrase that; you know how, currently, the graphics for most buildings is the religious shrine thing? Well I was thinking about what a better building might be for the refineries, and I thought that maybe the mineral processing plant would be good. The main problem with this is that it only goes to tier 2, so I went about finding how to modify it to make additional stuff... anyway long story short, I made tier 3, 4 and 5 versions of the graphic. Dunno if it's any good or even if it's converted from GIMP's standard format back to DDS properly (and it's only the DDS images). But I was wondering if you would like to use them?

The attached file has the 3, 4 and 5 tier graphics as well as the 1 and 2 from the game, in DDS format. Hopefully. It's the first time I've done something like this and I can't guarantee quality...
 

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Naselus

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These are cool. Added, thanks :)
 

BigPharma

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I think we can easily limit it to primary species only. We may even be able to create a policy choice which determines it, in fact.

Regardless, atm it picks the POP you recruit at random, which makes using it as 'special purge' is tricky anyway.
Wait, but then how does it work when you can specify which species you're recruiting to make up that army? Does it select any random pop on that planet regardless of your choice? If so, that's definitely suboptimal.
 

Naselus

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Can pops on a planet provide a strategic resource like manpower?

Yes, but the AI will only build buildings on tiles which have goods of the same AI class as the building's output. Adding more different types could confuse it quite badly. Also, it's quite hard to get the interface to show resource stockpiles.

It's likely to be possible to limit it to taking a POP of the correct species though.
 

klyoh

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Yes, but the AI will only build buildings on tiles which have goods of the same AI class as the building's output. Adding more different types could confuse it quite badly. Also, it's quite hard to get the interface to show resource stockpiles.

It's likely to be possible to limit it to taking a POP of the correct species though.
Instead of removing an entre pop, would it be possible to take the pop back to when it is growing? This way its not an "easy purge", it still makes resources unavailable and you'll still have this kind of pop in time.
 
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Naselus

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Instead of removing an entre pop, would it be possible to take the pop back to when it is growing? This way its not an "easy purge", it still makes resources unavailable and you'll still have this kind of pop in time.


Can be done, yes. Not sure I want to though tbh. I'lloy consider it.
 
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Gwyn ap Nud

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So when you increase the number of core planets, you remove the Push to use sectors. Would you consider adding a Pull of some sort to encourage their use (as opposed to punishing not using them, the vanilla way), or are you opposed to their use altogether?
 

Naselus

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So when you increase the number of core planets, you remove the Push to use sectors. Would you consider adding a Pull of some sort to encourage their use (as opposed to punishing not using them, the vanilla way), or are you opposed to their use altogether?

Depends on Paradox tbh.

atm, the 'pull' for sectors is purely a matter of if the player wants to automate something. If he cannot be bothered to manage it, he can dump stuff in a sector. I'm not going to force him to do so, and it'll be a 'pure' automation option (complete with no ethics deviation).

If and when Paradox improve the gameplay functions of sectors, I'll reduce the core sector count and make them useful - in which case, yes, there will be encouragements to use them rather than punishments for not doing so. But until I have more options for what they actually do, I'd rather just make them entirely optional for the player.
 

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Great mod, really enjoying it. Thank you for your efforts!

Regarding fixed influence cost - changing the governmental form is 250 inf and you've test-capped pool at 100, so no advanced governmental forms :(
 

Naselus

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Great mod, really enjoying it. Thank you for your efforts!

Regarding fixed influence cost - changing the governmental form is 250 inf and you've test-capped pool at 100, so no advanced governmental forms :(

Forcing players to report things like this is exactly why it was capped :) Thanks, it will be sorted for the next version.
 

jimbo4822

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Hi, I am new to the games and like this mod! Naselus I am familiar with some of your other work on other games I have played always good work! Just a thought might the pop growth rate be just a little slow? Seems to take forever to grow a colony.

Thanks for all of the effort and good work!
 

Naselus

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Hi, I am new to the games and like this mod! Naselus I am familiar with some of your other work on other games I have played always good work! Just a thought might the pop growth rate be just a little slow? Seems to take forever to grow a colony.

Thanks for all of the effort and good work!

Thanks :)

I'm still toying with how pop growth is going to work tbh. I'd quite like it to speed up as the population gets bigger, but be heavily reduced by low habitability.
 

BrokenSky

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I'm still toying with how pop growth is going to work tbh. I'd quite like it to speed up as the population gets bigger, but be heavily reduced by low habitability.

Well atm it buffs pacifist quite a lot (though tbh they weren't that strong in vanilla, only real buff being the government types, and the way the mod works ruins enlightened monarchy, makes the bureaucracy ok and makes moral democracy excellent). Ethic and governments need to be re-balanced properly at some point, but not until after stuff like this is done, I think?
 

Naselus

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Ethic and governments need to be re-balanced properly at some point, but not until after stuff like this is done, I think?

Core mechanics first (production, research structure, pop growth, combat), then ethics etc. Especially since Paradox are still adding toys for me to play with in those areas.
 
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