[MOD] Relativity - a balance and content mod

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keynes2.0

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Might be tricky to balance without ending up completely choking science.

What if the main benefits came from influence costing labs but there could also be labs that would reduce the mineral output of the planet (percentage penalty) and have a mineral maintenance cost? These labs would be more expensive but would let you push the buck if you had nothing better to do. That way you introduce scarcity and remove the need for the "punish success" mechanic.
 

Baldamundo

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In truth, I'd eventually like to see something CK2-like happening with tech, where the capital generates tech and it spreads out to nearby worlds; this would give the ability for an empire to have sleek Ian M Banks-tech worlds alongside outright Tatooine backwaters.
I guess this is what the vanilla system of planetary capitals limiting building tier was supposed to capture
 

BrokenSky

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This doesn't just affect strike craft (specifically totally useless -> any S/M sized weapon on fortresses since AI will park at max range to fire at you, and max range in late game means tachyon lances), but also every weapon not sized L due to the way evasion works and due to the way (large 140+) fleet behavior is in combat, imo evasion needs to be a flat number of 33% no matter ship sized, and specific weapons get more accuracy and others less (but generally the same range!) even better would be if ranges of weapons were 200 flat but fleets approach to 100/80, and beyond 100 the dmg is reduced by linear scale, this way stuff could start shooting far earlier, and fleets would move to approach full dmg distances... (fortresses would not have this ranged damage reduction)

S/M/L differences in weapons should change effect on evasion, but not range. Meaning all weapons should have the same range and maybe have a distance falloff for dmg (something that seems to be completely missing in Stellaris) and at the same time, fleets need to be reformed, wedge formation is INCREDIBLY weird and inefficient in space combat unless the ships are designed with frontal shields. IN the back, the large ships will have point defense and strike craft, missiles will target front row..... front row is out of range of the large ships though....

To be honest if it were possible, I would wish for the entire fleet combat system to be overhauled... it is by far the thing I dislike most. Especially now that I seen the scourge and how "easy" it is to destroy EVERYTHING with tachyon lances, yeah it's late game tech, but it shouldn't be the only tech that's worth anything.

Late game corvettes are literally just shields though. You take the hull with extra shields and max them, and use the small weapon slot for point defense and use them as a screen. I think the AI is programmed with this in mind? Dunno. It would be nice if there were either more times of combat computer or just "tactics" you could asign ship types, which made them behave differently (e.g. by staying at the longest range of the shortest range weapon or by staying at max weapon range, or by rushing at the enemy so they attack you first).
 

BrokenSky

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In truth, I'd eventually like to see something CK2-like happening with tech, where the capital generates tech and it spreads out to nearby worlds; this would give the ability for an empire to have sleek Ian M Banks-tech worlds alongside outright Tatooine backwaters. It could also be used to encourage the use of sectors (rather than penalizing the player for not using them, encourage him to make use of them) - each sector would have a 'capital' research hub, making your tech spread more effective.

I think this is possible using hidden events and planet modifiers; will need to investigate further though.

The problem with this is that I might like to have more than one super civilized science hub from which technology spreads out (you can't do that in CK2 easily). The obvious solution is to allow you to have all your core worlds (/demesne) get the tech boost you normally only get in the capital (/or can upgrade their techs, not just the capitals), though of course there might be a better solution.
 

GAGA Extrem

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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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Naselus

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Okay, I just played with this mod in for about an hour, and I have a few observations:
  • First, the very shallow: the Basic Engineering Lab is still named "Basic Science Lab I", minerals are still showing up as "minerals" and not "production", and your custom resources don't show up as green when being collected (though they are greyed out when not being collected).
Thankfully, caocao268 has volunteered to handle the localizations for me from now on, which means I can spend more time modding and less time coming up with pith-y sounding tootlip filler :D

Military Strength seems off. My fleet started at 659. On the other hand, Void Clouds have only 1.25 Military Strength and Crystalline Entities have just 3.75.

I screwed up the formatting on the .csv file. Have now fixed this and will be re-releasing tonight with more work done.

I don't have ANY embassies available to place. My AI neighbor, on the other hand, apparently does because they sent me one. They are a regular AI start (not advanced) and Fanatic Pacifist/Xenophiles. I am playing Fanatic Materialist/Pacifist.

Yeah, I'd hoped setting it to -1 would give effectively infinite embassies. Ho hum, will go back to vanilla values.

Tritanium is plentiful. Of the systems I fully surveyed (which was admittedly not all that many), only one had <6 Tritanium available and that system still had two sources of Tritanium.

Good; Tritanium should be super-commonplace.
I have to say I'm not a big fan of Planetary Edicts being free. There is no reason to ever not have all the good ones going on every single one of your planets at all times.

Still looking at how to make them cost inf-per-turn rather than flat costs. Basically, all the influence flat costs are going to go away and it is going to stop accumulating.


Great feedback, this is just the kind that I need.

What if the main benefits came from influence costing labs but there could also be labs that would reduce the mineral output of the planet (percentage penalty) and have a mineral maintenance cost? These labs would be more expensive but would let you push the buck if you had nothing better to do. That way you introduce scarcity and remove the need for the "punish success" mechanic.

Would still favour big empires excessively I suspect.

The problem with this is that I might like to have more than one super civilized science hub from which technology spreads out (you can't do that in CK2 easily). The obvious solution is to allow you to have all your core worlds (/demesne) get the tech boost you normally only get in the capital (/or can upgrade their techs, not just the capitals), though of course there might be a better solution.

That's where the Sectors come in; sector capitals would also be 'innovation hubs'. A decentralized empire would be more productive and would upgrade it's worlds faster... at the cost of control.


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

Hi GAGA, had a feeling you might pop up at some point :) Will read through your changelog and shamelessly steal anything that takes my fancy, just like the old days :p

Hell, with Keynes2.0 and you here, this is beginning to feel like we've got the band back together. Where's Rylock when you need him? Oh yeah, running the awesome CK2Plus mod, that's where. Just can't get the staff these days...
 

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Well, Sir - it's good you to have you and your mods back.
*puts tophats on his avian guys*
 

loup99

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I've been following this mod since before release.

Couple questions:

Is this going to be on Steam Workshop? When you stated the first build was out, I went over there and couldn't find it.

So I clicked the download link, which leads to the second question: Where do I unzip the file to?
I don't see a mods folder inside the Stellaris folder.
 

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It's a cryptocurrency. No central bank. Just a block chain or some equal mathematical chicanery which ensures it's above reproach. Maybe it's backed by pi. Sure, why not, it's a pi-backed currency.




Yeah, it's not like I'm writing it in. I was mostly hoping that some meaningless economic jargon would be obscure enough to get rid of the debate before we start quoting paleo-exchange experts at each other :) It's about as accurate economically as most of the other techs are to real physics, after all.

You said it's fiat though and if it's fiat it's extremely likely that it got a central organ. There are plenty of cryptos right now who have central organs, see I am getting lost at this stuff, as there is no meaningless economic jargon ( it might not be a real science as the scientific method does not apply properly, but it's jargon is far from meaningless ). Hence don't specify generalize as much as possible. It's not only a crypto-currency but the equivalent in local minerals, local currencies, batteries or whatever is used. Hence it's called credits and not moniz :)

Totally fair point about the physics, generalize that as well, well I guess FTL can't be made more plausible, but a lot of the other stuff should be more obscure too.
 

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Am very interested in this project. Sounds absolutely awesome!
A few things that I want to note, though.
I'm a little scared that you're going to make wide empires unviable as far as research goes! If you look at real world examples, it's easy to see that bigger = better in most cases. The research projects that really have made a difference in the last 100 years have been massive undertakings requiring enormous resources, and they have only been possible because of a big and strong economy backing them, either from one massive country like USA or USSR, or through international colaboration (Large Hadron Collider).

Another issue which should be simple to address is the max fleet limit capacity of 1000. This arbitrary limit should be removed ASAP. Especially if you want to play un 3000+ star maps...
 
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Cannes

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Please don't. Avoiding random negative events is one thing Stellaris does better than most Paradox games. They don't really add anything to the game. Most of the time it won't happen, and they might as well not be in the game. The remaining times they're just very frustrating.
Yeah neuclear meltdowns are a pretty silly idea. 200 years from now such a thing will no longer exist. We already have the technology today to create neuclear facilities which can't meltdown, no matter what you do!
Look up 4th generation reactors. Lots of documentaries about them. They "just" have to replace all the old 2nd generation crap that was built in the 80'ies and neuclear disasters will be a thing of ancient history.
 
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GrafKeks

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Yeah neuclear meltdowns are a pretty silly idea. 200 years from now such a thing will no longer exist. We already have the technology today to create neuclear facilities which can't meltdown, no matter what you do!
Look up 4th generation reactors. Lots of documentaries about them. They "just" have to replace all the old 2nd generation crap that was built in the 80'ies and neuclear disasters will be a thing of ancient history.

This ship is unsinkable. In the majority of cases the old one's wouldn't have suffered a meltdown if the humans operating them weren't as reckless either. I do agree though random negative events are a bad design choice
 
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Teutonic_Thrash

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I've been following this mod since before release.

Couple questions:

Is this going to be on Steam Workshop? When you stated the first build was out, I went over there and couldn't find it.

So I clicked the download link, which leads to the second question: Where do I unzip the file to?
I don't see a mods folder inside the Stellaris folder.
You have to create a mod folder in the Stellaris folder.
 

Naselus

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I've been following this mod since before release.

Couple questions:

Is this going to be on Steam Workshop? When you stated the first build was out, I went over there and couldn't find it.

So I clicked the download link, which leads to the second question: Where do I unzip the file to?
I don't see a mods folder inside the Stellaris folder.

You can extract it to your my documents\paradox interactive\stellaris\mod folder.

I will be adding the mod to Steam eventually. Not while it's in it's present primitive state, though. We're a little early in the proces to be discussing distribution strategies :)

You said it's fiat though and if it's fiat it's extremely likely that it got a central organ. There are plenty of cryptos right now who have central organs, see I am getting lost at this stuff, as there is no meaningless economic jargon ( it might not be a real science as the scientific method does not apply properly, but it's jargon is far from meaningless ). Hence don't specify generalize as much as possible. It's not only a crypto-currency but the equivalent in local minerals, local currencies, batteries or whatever is used. Hence it's called credits and not moniz :)

Totally fair point about the physics, generalize that as well, well I guess FTL can't be made more plausible, but a lot of the other stuff should be more obscure too.

It's a decentralized virtual currency that runs on magic and unicorn pooh. OK? :)
 
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loup99

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That's strange. I have already subscribed to several mods on the steam workshop, and there isn't a mod folder present.
Workshop mods don't work exactly in the same way, but use it for .mod files. Are you sure you are looking at the Stellaris folder in the Documents?

Regardless, you can create the folder if it does not already exist.
 

Naselus

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This ship is unsinkable. In the majority of cases the old one's wouldn't have suffered a meltdown if the humans operating them weren't as reckless either. I do agree though random negative events are a bad design choice

And, of course, every race in the galaxy is going to be careful and put just as high a priority on safety protocols as we do. Just as we do compared to people from 30 years ago, because they were a completely different species back in the 1980s.

As to random negative events being a bad design choice... not so much, no. It depends on how much they happen more than anything else. No-one likes getting constantly hammered by the Barbary Coast Pirates, but a well-handled event chain beginning with a negative event can be good storytelling.
 
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