[MOD] Relativity - a balance and content mod

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Naselus

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Fairly sure it's because the new government types don't have entries in the namelist or something along those lines, so it should be relatively easy to fix.

Fixed it :) Will definitely be included in next week's update.
 
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Naselus

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Loads of AI work has been done this week - including AI tech choices and AI policy weights. I'll be taking a look at Mandates to try and get my head round them this weekend, and maybe fleshing out factions some more.
 
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Naselus

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Yes, for release 1.0.
 

omnipotentatus

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Are you going to rebalance ship modules and classes at some point? If you are, I would suggest having a look at Foraven's rebalance mod, especially in regards to his giving ship classes various modifiers, that increase shield strength, fire rate and weapons damage, the bigger the ship class is.
 

Naselus

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Are you going to rebalance ship modules and classes at some point? If you are, I would suggest having a look at Foraven's rebalance mod, especially in regards to his giving ship classes various modifiers, that increase shield strength, fire rate and weapons damage, the bigger the ship class is.

I'm not giving classes bonuses like that, no. The ship class is simply the size of the hull. I'd rather stick to a more free-form system where the player's module and section choices determine the ship's roles and abilities, rather than having hulls pre-ordained to do things by heavy-handed modifiers, particularly since at different points in the game different hull sizes may become more or less suited to certain fleet roles.
 

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Hi Naselus - I've looked through the change log and get the impression the mod is very resource and economics oriented. There seem to be only minor changes related to pops/factions, which are the biggest shortcoming in vanilla by my estimation.

Am I misreading? I admit I haven't read the entire thread, only your first page of summaries. Are these things you plan to tackle in the future? Can they be enriched meaningfully with mods?
 

Naselus

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Hi Naselus - I've looked through the change log and get the impression the mod is very resource and economics oriented. There seem to be only minor changes related to pops/factions, which are the biggest shortcoming in vanilla by my estimation.

Am I misreading? I admit I haven't read the entire thread, only your first page of summaries. Are these things you plan to tackle in the future? Can they be enriched meaningfully with mods?

POPs can't be altered much. Factions, on the other hand, are quite malleable and have undergone a fair bit of work already; we're currently working on a complete overhaul for them. I see both the political and the economic parts of the game to basically be just chunks of the 'internal management' portion of the game, which is the bit which is sorely lacking all round.

This post (along with several of the other dev diaries before and after it) outlines where we're going with ethics, factions, leaders, governments and policies (which will all be closely linked into one another): http://forum.paradoxplaza.com/forum...-and-content-mod.926284/page-29#post-21456832
 
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AKicebear

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POPs can't be altered much. Factions, on the other hand, are quite malleable and have undergone a fair bit of work already; we're currently working on a complete overhaul for them. I see both the political and the economic parts of the game to basically be just chunks of the 'internal management' portion of the game, which is the bit which is sorely lacking all round.

This post (along with several of the other dev diaries before and after it) outlines where we're going with ethics, factions, leaders, governments and policies (which will all be closely linked into one another): http://forum.paradoxplaza.com/forum...-and-content-mod.926284/page-29#post-21456832
Shame about pops, but your intentions for factions sounds great! Thanks for sharing the link.

Suggestion: include simple links in the first post to those dev diaries, this one was a great read but I'd never have found it myself!
 
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Just loaded up your mod and seems to address many of my issues. Small request though - is it possible to integrate in a swtich/trigger to allow for multiple endgame crisis? Is the existing multiple crisis mods compatible?
 

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Ah, Naselus mods, the delight of Paradox.:D I've just dl the mod and will try it out asap.:) Is it possible to turn off the end crisises with this mod? I find them unfun.
 

Nikolai

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EDIT: figured it out.
 

Nikolai

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So I'm a bit confused. I start with zero minerals and -3 energy as Earth. Mining my surroundings, even energy, gives nothing. I am now unable to do anything at all.
 

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You need mineral processing plants to produce minerals, it uses tritanium (the resource you get out of minig) as an input for the building. In regards to energy, it has been split up into credits produced by banks (which is what has replaced the old energy credits, and is used to build and maintain things), while another resource called nuclear fission has been added, this is what power plants and energy mining stations produce, and is used for building maintenance. So you need to build mineral processing plants and banks in order to get minerals and credits, and you need nuclear fission and tritantium to power/fuel those buildings.
 
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Nikolai

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OK. But I don't have anything to build that with?
 

Nikolai

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I can build a tritanium refinery? Is that it?