[MOD] Relativity - a balance and content mod

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Naselus

PDM's Benevolent Dictator for Life
56 Badges
Feb 26, 2009
14.260
1.599
  • Cities in Motion 2
  • Stellaris: Galaxy Edition
  • Pillars of Eternity
  • Victoria 2 A House Divided Beta
  • Pride of Nations
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Sengoku
  • Europa Universalis: Rome
  • Victoria: Revolutions
  • March of the Eagles
  • Majesty 2 Collection
  • Magicka
  • Crusader Kings II: Rajas of India
  • A Game of Dwarves
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Darkest Hour
  • Heir to the Throne
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • BATTLETECH
  • Knights of Honor
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Parklife
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines
  • 500k Club
  • Victoria 2
RELATIVITY
A Balance and Content Mod for Stellaris
Hi all. This is a plan for a major balance and content mod for Stellaris, since I've been looking for a new project for a while. I'm Naselus, and I was the editor-in-chief on PDM for Victoria 2 and the creator of the 1792 mod for MotE.



Relativity adds an entire resource-based economy, and reworks leaders to make them into real characters. It contains over five hundred technologies and adds in extra ship classes. There is a complete combat re-balance and numerous smaller mods have been integrated to give the feeling of a living galaxy.

If you'd like to help with Relativity, or just submit some work or suggest a mod which might make a good addition, then feel free to post in here or PM me.


CURRENT VERSION

Current release for Stellaris 1.2.4 is 124.0.99a. Extract the below archive into your my documents\paradox interactive\stellaris\mod folder.

NOTE: Relativity is a massive rework, which changes fundamental mechanics. It is not compatible with other gameplay mods (unless they specifically say they are Relativity-based) and using it with them may break aspects of the game. It should be fine with graphical and map modifications.
 

Attachments

  • Relativitymod.124.0.99a.rar
    1,3 MB · Views: 337
Last edited:
  • 94
  • 3
  • 2
Reactions:
Changelogs:

Version 102.0.1

* Added Linear Happiness mod by dskod1
* re-added ethic difference happiness modifiers
* Increased base tech alternatives to 5
* Increased pop tech cost to 3% (from 2%)
* direct planet control increased to 75
* Base number of sectors increased to 20
* Influence costs removed from buildings
* flat influence costs removed from planetary edits (now cost inf-per-turn).
* Removed influence cost and maintenance from Forntier Outposts.
* Split basic science lab into 3 separate buildings
* Gave lower-tier capitals some influence output
* Removed off-sciences from advanced science labs - so a physics lab gives just 2 physics, nothing else.
* AI now uses all sector types.
* Military sector AI now builds warships (just destroyers and corvettes)
* included unofficial bug fixes by Ramiel (changelog included with credits)
* Maximum possible fleet size increased to 10k
* Removed growth bonus for food surpluses
* Combat balance changes:
* Autocannons now fire very quickly.
* Mass drivers ignore 50% shields.
* Kinetic Artillery ignores 100% shields.
* Point Defense has had it's accuracy reduced to 25% (from 40%) and it's rate of fire has been reduced (from 7 to 10).
* Range and flight time of missiles improved.
* Doubled MTTH of neighbour introductions.
* increased MTTH of not-neighbour introductions to 25 years.
* Changed 'minerals' to 'production' and 'energy credtis' to 'credits'.
* Added 3 tiers of power - Power, High-energy plasma and Energon.
* Addede 3 tiers of metals - Tritanitum, Adamantine and Omegadine.
* T1 buildings are free. T2 buildings need power. T3 buildings need High energy plasma. T4+ buildings need Energon.
* Added new mines to produce Tritanium, Adamantine and Omegadine.
* Added new mineral processing plants to convert tritanium adamantine and omagedine into production. Tritanium goes 2,4,6,8,10. Adamantine goes 4,8,12,16,20. Omegadine gives 8,16,24,32,40.
* Added Nutrients and Luxury Goods. These are used by capital buildings.
* Farms now produce nutrients.
* Capital buildings are now the only way to produce food.
* Colony capitals now consume Nutrients.
* Added banks which consume power and produce money.
* Added 5 more mineral processing technologies.
* Changed deposits to make resources more common
* removed all mineral, food and energy deposits
* Added despoits of metals and energy sources.
* Added a bank and a Tritanium mineral processing planet to starting planets.
* localized a bunch of stuff. I hate localizing.
* Incorporated v 1.2 of Craftomega's More Spaceport modules. Have made some major alterations to bring it into the new economy.
* switched all spaceport modules to the new economy.


102.0.2

* Fixed formatting errors in the weapons csv file.
* added new localizations.
* Embassies can be made again
* Basic Mineral Processing Plant now avaialble from the start
* Mine output reduced to 1/2/3/4/5
* Limited to using any given Planetary edict on only 1 planet at a time. Planetary edicts now cost inf/month.
* AI no longer thinks processing plants are special builgings (in the hope it'll build them).
* Tweaked a whole bunch of AI values to try to get it to understand the economy.
* Increased meximum credits to 250,000
* AI now prioritizes buildings more
* AI now ignores tile bonuses.
* Added production loops to buildings so the AI will use them.
* Deleted a bunch of files we haven't modified yet to reduce dl size

102.0.3

* Beat AI up until it did what I want it to.
* First pass of the tech rework.
* Made science less plentiful off-world.
* neutronium should now make up about 90% of nuetron stars.
* Buffed mineral output from capital a bit to kick-start the AI
* Re-organized the empire initializers so that the AI benefts more from adjacency.
* Added new icons by Trak
* Leaders now start younger (18-25)
* Leaders now capped at 5 until you research some techs (currently pegged on placeholders).
* Leaders can now level up to 10.
* Liberated slaves stay angry for 10 years
* Genocideed pops stay angry for 20 years.
* All basic traits much reduced in power, but all leaders start with 2.
* ship credit maintenance cost doubled.
* Maintenance reduction from being at a station doubled.
* Leaders now gain traits from leveling multiple times
* First pass of the stations rework
* Threat tweaked a bit so the AI is less psycotic


103.0.4

* Fixed localizations
* removed requirement for 5 techs from previous tier
* Reduced ship power exponent to 0.55
* Evasion bonuses heavily reduced.
* Character chance of getting a new trait on level increased to 99%
* Steel etc no longer accumulative
* AI more keen on forntier outposts
* AI no longer saves influence
* AI spends a lot more inf on edicts
* Rebalanced weapons a lot


110.0.5

* Mineral processor can now be built with a shelter.
* T2 mineral processor can now be built with a T1 colony hub
* orbital hhydroponics now produce nutrients again
* orbital solar panels now produce electricity again
* banks now need electricity to operate.
* Second pass of the Tech rework. All categories now have 20 entries. All categories added. Most techs now have placeholder effects.
* Drastically cut mineral output.
* Torpedo accuracy reduced to 60% (from erroniously 100%)
* removed armour penetration from more or less everything aside from Plasma (and alien weapons)
* Fixed loads of bugs.
* Removed research penalty for not having a leader.
* Made compatible with 1.1.0 beta
* Science deposits are now less common

110.0.6

* Upped Governor Experience
* More tech work
* Leader ages corrected
* Moved Mining, power plants and mineral processing to Engineering
* Larger ships given slightly more than twice the previous level's hitpoints, to make big ships more attractive.
* Military station range bonuses doubled.
* Evasion now caps around 25 (for corvettes) so even low-accuracy weapons have a 50-50 hit rate.
* Evasion penalty for bigger ships nerfed a bit
* AI deficit spends more aggressively
* AI likes colonizing more
* Higher-end minerals now appear later in the tech tree (once you can use them).
* Incorporated CaptainX3's Carriers, Dreadnaughts and Battlecruisers.
* Moved Orbital_hydroponics_1 from farming category to spaceport_economics
* Raised Cost and Weight from tier1cost1 to tier1cost3
* Spread Out Lab Techs, (1,5,10,15,20 with filler in between)
* Set costs and weights
* GRI still unlocks from Phys_lab 3, but no longer in prereq chain
* Added Physics_Labs_4 in Tech and tech localization files
* Lab Buildings have correct unlocks now
* AI aggressiveness increased a bit
* Changed level unlocks for ships: corvette 1 destroyer 2 cruiser 3 light carrier 3 battlecruiser 4 battleship 5 carrier 5 dreadnaught 6.

110.0.7

* All empire initializers updated, including Fallen Empires (who should now be absolutely terrifying)
* New carrier and dreadnought unlock techs inserted into tech tree
* Added Spaceport_7 as new prereq for dreadnought tech
* Reworked costs and weights for voidcraft
* Voidcraft ship_hp filler techs now require dreadnought unlock instead of fortress unlock
* Changed expertise modifier in spaceport expansion from voidcraft to spaceport_expansion
* Reworked Tech Localization to reflect new ship unlocks
* Tweaked weapon progression so advanced weapon types unlock later
* Sorted out maintenance for science buildings
* AI kickstart economy settings tweaked (so it spends more on colonies until it has 3 planets)
* Vassals now like you more if you're much more powerful than they are.
* PD has had it's cooldown trebled. It's still less then missiles or torps, but you should no longer be able to tank 3-4 ships worth of missiles.
* Space Amoeba weapons now ignore both shields and armour. Don't mess with space amoebas.
* Barren Cold now terraforms to Arctic rather than Tundra
* Societal Research moved into Bio Labs category
* Localized Corvette and DD Assembly Yards 2
* Tech Localizations reworked again for proper ship unlocks
* DN Tech prereq is now Spaceport 6
* Spaceport 7-11 are now filler until new ship types are created
* Power Hubs moved from Society to Engineering
* Added weighted modifiers and AI weight to mining, power plants, and mineral processing.
* Reduced research costs for upper level power plants
* Increased research costs for upper level mining buildings
* AI should now be a bit more interested in banks
* Dreadnaughts buffed to 10k health.
* Battlecruiser buffed to 2800 health.
* Armour on bigger ships buffed considerably.
* Armour removed from Void clouds, health buffed to compensate.
* Most hostile space monsters now remain a threat until much later.
* Mining drones should now procreate very rapidly when they have live space stations; individual drones have had their health halved as a result.
* Fallen Empire ships buffed. They're pretty scary now.

110.0.8

* Added the Novel Wargoals mod by Jormarn.
* Made empire init for early game a bit easier for the AI's sake (some extra Tritanium and power for free)
* Tweaked where the AI builds banks
* Added Genemodfix by Sledjer.
* Meddled with the availability of certain Vast deposits on certain planet types (so Arctic is unlikely to have rich farmland)
* Fixed Basic Science Lab localization (at last)
* Arrested Development Leaders now only suffer -25% xp gain rather than -100%
* Eager leaders now get +25% xp gain rather than the now-useless recruitment cost reduction.
* upper-tier building costs increased a great deal (now doubles every level) so that it's closer to the actual progression of income - this WILL change later as I get more late-game balance feedback.
* Reworked ground combat and armies. Ground combat will be quite slow early on but will speed up as more powerful units appear, and there is a substantial tech 'gap' now - you do NOT want to be sending regular troops against Space Marines or xenomorphs now.
* Armies now consume Population to create. De-queuing an army will restore the pop, unless it's space marines (who cannot be re-integrated). Robot, droid, clone and xenomorph armies don't consume any.
* Interacting with factions no longer costs influence.
* Max influence reduced to 100, mostly to encourage bug reports about stuff where flat inf costs still exist.
* Hospitals buffed considerably.
* Nerfed fortifications - now 100% fortified is only 50% damage reduction (rather than 90%).
* Garrisons now spawn based on population/10 (not /2.5).
* Weapon prices updated so that more advanced and bigger ships get much, much more expensive.
* Substantially increased build time for bigger ships. It now takes nearly 3 years to build a battleship and over 5 for a dreadnaught.

110.0.9

* Added new building icons by Brokensky.
* Betharian Powerplant no longer eroneously appears on Betharian Mining tech.
* Removed automatic morale damage from health damage (all armies now have their own morale damage output)
* Clone armies now have identical stats to Assault armies, don't consume a pop and need 5 years to build.
* Xenomorph and Gene warrior armies need 10 years to build
* Titanic Life army count now reduces by 1 every 5 years (to a min of 0); this should mean that even if they get wiped out you can build a new one every 5 years afterwards
* Building and upgrading Space Ports is now slower
* Planets can now have 50 armies per planet (you're limited in other ways).
* Now 50 year cooldown on government changes
* Government changes no longer cost inf
* You now get 20 free pops before tech costs begin to increase (up from 10)
* Slight nerf to cost increase per POP
* Now takes 25 years before you can begin integrating a subject
* Subject integration slowed 50%
* Can now attempt integration of upto 5 subjects at once (because you're likey to need to with the above restrictions)
* A bunch of AI work to try and encourage it to build Frontier Outposts more
* Armies now gain experience faster
* Small PD range has been nerfed. Ranges now go 4, 6 8. This makes PD3 more attractive (since it's better for protecting other ships)
* Kinetics now have lower energy costs
* autocannons buffed a bit
* Bigger guns now have longer range, lower accuracy and some armour penetration. You'll need big guns to beat enemy big ships because of their disgustingly high health and armouir values. Smaller ships cannot become 'immune' to guns, but can evade better
* Torpedo damage hugely buffed - they're now very good for using against big ships.
* Destroyer evasion buffed.
* Dreadnaught evasion nerfed.
* Buffed Health as a portion of military power.
* Emergency election costs removed.
* Larger populations now breed more rapidly than smaller ones.
* Belonging to a sector no longer impacts Ethics Divergence (distance from capital still does)
* Removed more inf costs from Edicts
* Hangars now produce 8 fighters/bombers each (up from 4).
* Added T2 mineral processor icons by myself - if anyone wants to replace these with something better, do feel free.
 
Last edited:
  • 2
Reactions:
CREDITS:

Relativity's Benevolent Padishah God-Emperor for Life: Naselus
Localizations: caocao268
Technology: Energico
Station rebalance: glorioso2011
Additional graphics: monotonical
Animation: mochakingup

Featuring icons by Trak and BrokenSky

And mods stolen-with-permission by:

Jormarn
Sledjer
dskod1
CaptainX3
Craftomega
 
Last edited:
Its seems you have some of the same thought as myself and Jorgen_CAB. I look forward to sharing ideas and see what works and does not work. Event sharing, tech, units, and other things I can not think of yet.

For the new raw resource do we know if we can produce them the way you thought and if so would put thing in negatives and positive outputs from them? You -5% to happiest, -5 minerials, or -2 food things like that? Do you think the AI would be able to handing making building like this.

Also I enjoy your V2 mod lot! Thank you for making it.
 
Excellent idea!

BUT, I hope that you, Hyme, and Jorgen can get together and collaborate on this, so I won't be forced to choose between three outstanding overhaul mods :)
 
  • 4
Reactions:
I essentially want to push my just-upgraded monster PC to it's limit for the largest map size, and then produce a couple of dozen other sizes to go in between),

That will probably not happen as Stellaris engine is still clausewitz 32 bit, therefore more than 4GB RAM can´t be allocated.

Anyway a good idea, I hope you three can cooperate so that its not one or the other.
 
Last edited:
I'm open to sharing code and ideas, discussing mechanics and new content ideas, and even incorporating other mods wholesale if they fit with the vision for the mod. And I've no real objection to collaboration if people can handle my hectic working habits, though the seemingly infinitely-patient Rylock is thus far the only person who could put up with me for long :)

But I'd rather see a thriving mod scene with lots of different options available than a single mod tbh. That way, people who don't like all the features of one mod have others to fall back on. There's always some feature of a big mod which is divisive. With multiple mods that do similar things but have different feature lists, everyone can find one that does what they want without too many annoying bits they don't - particularly if we adopt good ideas and code from each other freely and then tailor them to our own specific overall mod. VRRP, PDM and AoC had a similar dynamic back in the pre-AHD days; if something was good, it was usually adopted by the other two in some form.

Besides, with many mods, I can play the other ones so that I don't know what to expect :)

For the new raw resource do we know if we can produce them the way you thought and if so would put thing in negatives and positive outputs from them? You -5% to happiest, -5 minerials, or -2 food things like that? Do you think the AI would be able to handing making building like this.

Not sure yet, but I'm willing to bet I can just use triggered modifiers if I have to. As to the AI... depends how much of it they give us access to really. It was possible to do amazing things with the HOI3 AI, whereas the V2 AI was very locked down. Given my general tendency to look to the economy in any game, expect this to be one of the areas I start researching first.

Also I enjoy your V2 mod lot! Thank you for making it.

Thanks :)
 
Last edited:
  • 1
  • 1
Reactions:
That will probably not happen as Stellaris engine is still clausewitz 32 bit, therefore more than 4GB RAM can´t be allocated.

Yeah, I don't think it's going to clap my PC out, but there's a limit to how big you can make the game and have it still perform acceptably - and that performance is largely processor-limited rather than RAM-limited. I'll be benchmarking on a 4.8ghz i7 6700k, so even with the memory addressing limits I'll be aiming to put out the largest practical map size possible as the biggest, and maybe 1000-star intervals up to it.

I'm going to attempt 10k stars with 100 factions to begin with (doubt the game will handle it tbh) and will scale down from there.
 
I'm going to attempt 10k stars with 100 factions to begin with (doubt the game will handle it tbh) and will scale down from there.

I saw a stream today on twitch that was a late game (over 200 years in) in a 1k star galaxy and it was massivly lagging, so I am pretty sure 10k is not feasable atm. (Most problems will be the massive warfleets.) The streamer said his cpu load wasn´t higher than 68%.

That being said, in one of the last dev diaries they showed of a handcrafted 5k galaxy map.

And they said it would be extremly laggy. They also said, that the galaxy sizes are not editable in a txt file, rather than code.
 
says otherwise.

And yes, I doubt the game will handle 10k well, that's why I'll begin there and start scaling down. I suspect 5k will probably be the largest bearable size, but I'm curious to see at what point the game simply can't generate the map at all though. That'll give me an idea of the range of scales that I need to balance for, and it''s best to get that over with before I do any others.
 
says otherwise.

And yes, I doubt the game will handle 10k well, that's why I'll begin there and start scaling down. I suspect 5k will probably be the largest bearable size, but I'm curious to see at what point the game simply can't generate the map at all though. That'll give me an idea of the range of scales that I need to balance for, and it''s best to get that over with before I do any others.
I will be trying 2k for my first try.
 
Can these guys be included in the game?

giphy.gif
 
  • 12
Reactions:
Yessss! I'm so very much looking forward to this mod, I was a big fan of yours and Rylocks work on PDM, after having tried that mod I couldn't ever play vanilla Vicky again, and I think I've spent more than a thousand hours playing that mod. So I'm certain this is also going to be the case with this mod...
 
I will be working on my rebalance/marathon mod myself, however I loved your work on PDM and I did a lot of testing in 1792 so I no doubt will playtest/offer suggestions for you for this project and most likely also integrate your new techs and things into ERM.
 
Meh, am caught with the stutter bug and it's taking ages to do anything. Am watching my gf play; works fine on her PC (at about half my spces ><).

On the plus side, it very much looks like the resources thing can be done and the AI will understand it.
 
  • 2
Reactions: