Hi Guys,
I made a mod in which I try to streamline the current game balance and improve what I perceive as weak points. I don't touch ships and stations, and I try to stay true to the vanilla design paradigm.
I would very much like input on the changes I made, and especially whether you think they could and do improve the current game. I hope the devs will include some if 'em in the main game in the future.
Note: ignore the change to materialism since I will probably roll it back.
Here are the changes:
Ethics
Authoritarian / Fanatic Authoritarian
-resettlement cost reduction increased to -33% / -66%.
-slave unrest modifier replaced by +10% / +20% monthly influence gain.
Egalitarian / Fanatic Egalitarian
-influence from factions bonus increased to +25% / +50%.
-utopian living standard was buffed (see pertinent section below).
Materialism / Fanatic Materialism
-the robot maintenance cost reduction was replaced by +1/+1 / +2/+2 leader capacity and leader pool size.
Spiritualist / Fanatic Spiritualist
-the unrest mitigation was nerfed and moved to temple buildings (see the Buildings section for more details).
-introduced -15% / -30% edict cost reduction bonus.
Militarist / Fanatic Militarist
-the army damage bonus was replaced by +1 / +2 maximum rivalries.
Xenophile / Fanatic Xenophile
-replaced the trust growth bonus with -30% / -60% tradition cost increase from xeno pops.
-the xeno pops happiness bonus that was previously added was moved to the plurality forum building.
-added a special xenophile upgrade to the visitor center that unlocks with tech (see the buildings section for more details).
-added a special xenophile specific civic that gives extra trust growth and +35 trust cap.
Buildings Changed
Temple
-spiritualist ethic attraction reduced to +10% .
-added -10 unrest mitigation on planet.
Holotemple
-spiritualist ethic attraction reduced to +20%.
-added -20 unrest mitigation on planet.
Citadel of Faith
-added -40 unrest mitigation on planet
Visitor Center
-increased unity and energy output by +1 each (now gives +3 / +3)
Psi-Corps
-increased cost by 50 influence points (had no influence cost before).
-empire unrest mitigation increased to -30.
-added empire wide +10% governing ethics attraction.
-added +10 unity output (produced nothing before).
Military Academy
-increased the damage bonus to produced armies to +20%.
-removed the -10 unrest on planet mitigation.
-added +100% planetary foritifications / +100% garrison health bonus.
-replaced the +2 engineering output with +2 unity output.
Replaced mineral silos with new buildings (see below)
New Buildings
Polytechnic Complex : a new planet unique building that is unlocked through the discovery tradition (see traditions section below).
-its output is +2/+2/+2 research points (i.e. +2 research points in each research field) and it also gives +1/+1/+1 adjacency bonus to research structures.
-(5/8/17) updated to a new building icon
Plurality Forum: introduced a xenophile only upgrade to the Visitor Center that requires the tradition unlock + t2 tech research (has the tradition as a prerequisite for the tech).
-gives +65% Xeno migration attraction (15% increase), +10% habitability (+5% increase), +5% happiness to xeno pops on planet and outputs +4/+4/+4 unity, energy and society research.
-(5/8/17) updated to a new building icon
Hyperstorage Facility I-III: the mineral silo buildings were replaced Hyperstorage Facility buildings.
-the idea here is to increase both mineral AND energy storage using a single building, making planetary specialization easier, while making a rather useless vanilla building viable.
-level I: 500/500 mineral/energy storage, +1/+1 energy/mineral adjacency bonus (will only affect mineral or energy producing buildings).
-level II: 1250/1250 mineral/energy storage, +2/+2 energy/mineral adjacency bonus.
-level III: 2000/2000 mineral/energy storage, +2/+2 energy/mineral adjacency bonus and -15% pop consumer goods cost on planet.
-because of the substantial buff to this building chain it unlocks through a dedicated engineering tech chain (t1/cheap t2/expensive t2) rather than through the mineral processing tech chain.
Changed and New Civics
Diplomatic Corps
-added a new xenophile exclusive civic called Diplomatic Corps that gives +33% trust growth and +20% trade attractiveness.
Militaristic Culture
-replaced the old bonuses (+25% army dmg / -25% army upkeep cost) with +25% morale, -25% army build cost and +35% army build speed.
Police State
-increased the global unrest mitigation from -20 to -50
-added -35% distance from capital governing ethics attraction penalty
Policies
Living Standards
Chemical Bliss
-costs halved to 1.5 consumer goods points per pop.
-added a -20% pop growth malus.
-all production negatives reduced to -40% from -60%.
Utopian Living
-added +30% unity production per tile bonus (this effects only the output of unity producing structures)
-added a +10% pop growth bonus.
Social Welfare
-added a +5% pop growth bonus.
Impoverished Conditions
-added a -5% pop growth malus.
Subsistence Living
-added a -10% pop growth malus.
Edicts Changed and Added
-Map the Stars was moved from the rare technology Global Research Initative (which unlock the Research Institute building) to be available at game start, and its cost was increase to 1.25 influence (was 1).
Technologies Changed and Added
AI-Controlled Colony Ships:
-colony development speed bonus increased to 66%
-colony ship price reduction increased to -33%
Self-Aware Colony Ships was replaced by a new technology called Cryogenic Stasis
-gives +1 pop on new colony. This bonus replaces the expansion tradition’s bonus (see traditions section below).
Gaia Creation:
-prerequisite tech changed from Climate Restoration to Ecological Adaptation + Atmospheric Manipulation, to allow change to the World Shaper ascension perk.
Xeno Cultural-Exchange:
-a new t2 society tech the unlocks for Xenophiles only after the Xeno Tourism tradition is picked and it unlocks the Plurality Forum building.
Tile Blocker Techs + Ecological Optimization
-to try and balance out a bit Mastery of Nature, which is a bit on the OP side of things (will be nerged in patch 1.8 according to the game's devs), I changed the costs of all tile blocker techs from a base of 480 to a base of 360 (t1cost1).
-added a t2 tech that comes after Ecological Adaptation (terraforming) called Ecological Optimization. This tech gives -25% tile blocker removal cost (redundant for players who pick MoN) and +25% tile blocker removal speed bonus.
Automatic Exploration
-the automatic exploration feature was moved into a new starting tech called Basic Exploration Protocols . Players can choose to manually explore - which has clear advantages, or not.
-a new t2 tech called Advanced Exploration Protocols replaces the old Automated Exploration Protocols tech, and it gives +50% survey speed bonus.
-this new tech is the preerequisite for the advanced science lab tech/component that is discussed in the next item below.
Curator Labs and Advanced Shipboard Science Lab
-the techs Curator Exploration Science Lab and Curator Archeology Lab were merged into the Curation Exploration tech and the component itself was buffed.
-the curator archeology tech/component were removed and replaced by a t2 non-rare tech which unlocks an upgrade to the basic shipboard science lab. The new component gives a modest 10% bonus to anomaly research speed, a 5% discovery chance bonus and -5% failure chance mitigation.
-the curator exploration lab, which unlocks with the rare curator tech is substantially better, giving +30% survey and anomaly research speed bonuses, -20% anomaly failure risk and +10 anomaly discovery chance, making it worthwhile - if you can get it early enough.
Traditions
Discovery
Prosperity
Domination
Expansion
Harmony
Supremacy
Diplomacy
The diplomacy tree was reconfigured.
Ascension Perks
World Shaper
-added -33% terraforming cost reduction (former finisher bonus of the prosperity tradition).
-added the technology Gaia Creation as a bonus research option that appears with the perk's adoption (the normal bonus tech Atmospheric Manipulation remains in place).
Technological Ascendancy
-research speed bonus increased to +15%.
One Vision
-[strike]increased the unity tile production bonus to 15%.[/strike]
-reduced the governing ethics attraction bonus to +20% (was +30%)
-added -20% founder species pops unity penalty reduction.
-added -20% xeno pops unity penalty reduction.
Master Builders
-added the technology Mega Engineers as a bonus research option that appears with the perk's adoption
-added -25% megastructure price reduction.
Traits Changed
Resilient
This trait was reconfigured because it was almost completely worthless given the army system of vanilla. I tried to remain true to the vanilla trait description with the changes.
-the garrison health modifier was removed. (while conceptually sound, game mechanics-wise this didn't do anything noteworthy)
-increased the pop fortification bonus to 100% (was 50%)
-added +50% army damage when defending.
-added +25% army health bonus.
Robust
This advanced trait is mostly useless because by the time it appears the +30% habitability is almost completely redundant.
-removed adaptive and extremely adaptive as opposites of this trait, so it can now be picked in conjunction with either one and thus compensate for the reduced habitability bonus.
-habitability bonus decreased to +10%.
-added +50% army health bonus.
-decreased the price of this trait from 7 to 4.
Very Strong
-reduced the price from 3 to 2 trait points.
Arrested Development
-the -100% experience gain was nerfed to -75% experience gain.
P.S. thanks to @Gratak and @beckermtfor ideas and advice.
I made a mod in which I try to streamline the current game balance and improve what I perceive as weak points. I don't touch ships and stations, and I try to stay true to the vanilla design paradigm.
I would very much like input on the changes I made, and especially whether you think they could and do improve the current game. I hope the devs will include some if 'em in the main game in the future.
Note: ignore the change to materialism since I will probably roll it back.
Here are the changes:
Ethics
Authoritarian / Fanatic Authoritarian
-resettlement cost reduction increased to -33% / -66%.
-slave unrest modifier replaced by +10% / +20% monthly influence gain.
Egalitarian / Fanatic Egalitarian
-influence from factions bonus increased to +25% / +50%.
-utopian living standard was buffed (see pertinent section below).
Materialism / Fanatic Materialism
-the robot maintenance cost reduction was replaced by +1/+1 / +2/+2 leader capacity and leader pool size.
Spiritualist / Fanatic Spiritualist
-the unrest mitigation was nerfed and moved to temple buildings (see the Buildings section for more details).
-introduced -15% / -30% edict cost reduction bonus.
Militarist / Fanatic Militarist
-the army damage bonus was replaced by +1 / +2 maximum rivalries.
Xenophile / Fanatic Xenophile
-replaced the trust growth bonus with -30% / -60% tradition cost increase from xeno pops.
-the xeno pops happiness bonus that was previously added was moved to the plurality forum building.
-added a special xenophile upgrade to the visitor center that unlocks with tech (see the buildings section for more details).
-added a special xenophile specific civic that gives extra trust growth and +35 trust cap.
Buildings Changed
Temple
-spiritualist ethic attraction reduced to +10% .
-added -10 unrest mitigation on planet.
Holotemple
-spiritualist ethic attraction reduced to +20%.
-added -20 unrest mitigation on planet.
Citadel of Faith
-added -40 unrest mitigation on planet
Visitor Center
-increased unity and energy output by +1 each (now gives +3 / +3)
Psi-Corps
-increased cost by 50 influence points (had no influence cost before).
-empire unrest mitigation increased to -30.
-added empire wide +10% governing ethics attraction.
-added +10 unity output (produced nothing before).
Military Academy
-increased the damage bonus to produced armies to +20%.
-removed the -10 unrest on planet mitigation.
-added +100% planetary foritifications / +100% garrison health bonus.
-replaced the +2 engineering output with +2 unity output.
Replaced mineral silos with new buildings (see below)
New Buildings
Polytechnic Complex : a new planet unique building that is unlocked through the discovery tradition (see traditions section below).
-its output is +2/+2/+2 research points (i.e. +2 research points in each research field) and it also gives +1/+1/+1 adjacency bonus to research structures.
-(5/8/17) updated to a new building icon
Plurality Forum: introduced a xenophile only upgrade to the Visitor Center that requires the tradition unlock + t2 tech research (has the tradition as a prerequisite for the tech).
-gives +65% Xeno migration attraction (15% increase), +10% habitability (+5% increase), +5% happiness to xeno pops on planet and outputs +4/+4/+4 unity, energy and society research.
-(5/8/17) updated to a new building icon
Hyperstorage Facility I-III: the mineral silo buildings were replaced Hyperstorage Facility buildings.
-the idea here is to increase both mineral AND energy storage using a single building, making planetary specialization easier, while making a rather useless vanilla building viable.
-level I: 500/500 mineral/energy storage, +1/+1 energy/mineral adjacency bonus (will only affect mineral or energy producing buildings).
-level II: 1250/1250 mineral/energy storage, +2/+2 energy/mineral adjacency bonus.
-level III: 2000/2000 mineral/energy storage, +2/+2 energy/mineral adjacency bonus and -15% pop consumer goods cost on planet.
-because of the substantial buff to this building chain it unlocks through a dedicated engineering tech chain (t1/cheap t2/expensive t2) rather than through the mineral processing tech chain.
Changed and New Civics
Diplomatic Corps
-added a new xenophile exclusive civic called Diplomatic Corps that gives +33% trust growth and +20% trade attractiveness.
Militaristic Culture
-replaced the old bonuses (+25% army dmg / -25% army upkeep cost) with +25% morale, -25% army build cost and +35% army build speed.
Police State
-increased the global unrest mitigation from -20 to -50
-added -35% distance from capital governing ethics attraction penalty
Policies
- Changed the unrestricted native interference policy to allow pacifists / fanatic pacifists to adopt it. This should incur faction penalty (WIP).
- Changed the Capacity Boosters leader policy to allow egalitarians but not fanatic egalitarians to adopt it. This does incur a serious faction penalty.
Living Standards
Chemical Bliss
-costs halved to 1.5 consumer goods points per pop.
-added a -20% pop growth malus.
-all production negatives reduced to -40% from -60%.
Utopian Living
-added +30% unity production per tile bonus (this effects only the output of unity producing structures)
-added a +10% pop growth bonus.
Social Welfare
-added a +5% pop growth bonus.
Impoverished Conditions
-added a -5% pop growth malus.
Subsistence Living
-added a -10% pop growth malus.
Edicts Changed and Added
-Map the Stars was moved from the rare technology Global Research Initative (which unlock the Research Institute building) to be available at game start, and its cost was increase to 1.25 influence (was 1).
Technologies Changed and Added
AI-Controlled Colony Ships:
-colony development speed bonus increased to 66%
-colony ship price reduction increased to -33%
Self-Aware Colony Ships was replaced by a new technology called Cryogenic Stasis
-gives +1 pop on new colony. This bonus replaces the expansion tradition’s bonus (see traditions section below).
Gaia Creation:
-prerequisite tech changed from Climate Restoration to Ecological Adaptation + Atmospheric Manipulation, to allow change to the World Shaper ascension perk.
Xeno Cultural-Exchange:
-a new t2 society tech the unlocks for Xenophiles only after the Xeno Tourism tradition is picked and it unlocks the Plurality Forum building.
Tile Blocker Techs + Ecological Optimization
-to try and balance out a bit Mastery of Nature, which is a bit on the OP side of things (will be nerged in patch 1.8 according to the game's devs), I changed the costs of all tile blocker techs from a base of 480 to a base of 360 (t1cost1).
-added a t2 tech that comes after Ecological Adaptation (terraforming) called Ecological Optimization. This tech gives -25% tile blocker removal cost (redundant for players who pick MoN) and +25% tile blocker removal speed bonus.
Automatic Exploration
-the automatic exploration feature was moved into a new starting tech called Basic Exploration Protocols . Players can choose to manually explore - which has clear advantages, or not.
-a new t2 tech called Advanced Exploration Protocols replaces the old Automated Exploration Protocols tech, and it gives +50% survey speed bonus.
-this new tech is the preerequisite for the advanced science lab tech/component that is discussed in the next item below.
Curator Labs and Advanced Shipboard Science Lab
-the techs Curator Exploration Science Lab and Curator Archeology Lab were merged into the Curation Exploration tech and the component itself was buffed.
-the curator archeology tech/component were removed and replaced by a t2 non-rare tech which unlocks an upgrade to the basic shipboard science lab. The new component gives a modest 10% bonus to anomaly research speed, a 5% discovery chance bonus and -5% failure chance mitigation.
-the curator exploration lab, which unlocks with the rare curator tech is substantially better, giving +30% survey and anomaly research speed bonuses, -20% anomaly failure risk and +10 anomaly discovery chance, making it worthwhile - if you can get it early enough.
Traditions
Discovery
- Adoption Bonus: changed to +1 research alternatives (research station build cost moved to prosperity)
- Science Division: gives +1 leader pool size in addition to the -33% scientist recruitment costs
- Polytechnic Education: changed to unlock a planet unique building called Polytechnic Complex (see the buildings section above for details)
Prosperity
- Adoption bonus: changed from -33% mining station cost to -25% mining station / research station cost reduction.
- Finisher bonus: changed from -33% terraforming cost to -25% ship upgrade cost. Terraforming bonus moved to the World Shaper ascension perk (see below)
- Trans-stellar Corporations was renamed Trans-Stellar Shipping and it no longer unlocks private colony ships (this was moved to the expansion tree, see below), instead giving -15% consumer goods cost reduction.
Domination
- Protection Racket: removed the slave unrest mitigation, increased the tributary gain bonus to +15%
- Fleet Levies: Vassal contribution increased to +30%
Expansion
- Adoption bonus: changed to unlock private colony ships instead of the pertinent prosperity tradition. The previous bonus (+1 pop on new colony) was made into a technology (see above for details).
- Finisher bonus: changed to -33% unity cost increase from number of owned colonies
- Courier Networks: changed to give +2 core systems instead of the expansion finisher.
- A New Life: pop growth speed bonus replaced by +50% migration speed bonus.
Harmony
- Adoption bonus: changed from +10 pop happiness to +15% pop growth.
- Finisher bonus: changed to -15% pop unity penalty reduction.
- The Greater Good: added -20% edict influence cost reduction.
Supremacy
- War Games: now gives +2 levels to generals as well.
- Overwhelming Force: added +25% army build speed bonus and -25% army build cost reduction.
Diplomacy
The diplomacy tree was reconfigured.
- Federal Unity and Entente Coordination were merged into a single tradition pick called Federal Unity. The per federation member unity bonus in this pick was increased to 8%.
- Dynamic Ecomorphism was renamed Dynamic Biomorphism and its bonus was changed from +10% habitability to +1 genetic trait points.
- A new base tradition called Xenological Protocols is now the prerequisite for both Alien Tourism and Dynamic Economorphism. It gives +20% trade attractiveness and +100% influence from subjects (protectorates).
Ascension Perks
World Shaper
-added -33% terraforming cost reduction (former finisher bonus of the prosperity tradition).
-added the technology Gaia Creation as a bonus research option that appears with the perk's adoption (the normal bonus tech Atmospheric Manipulation remains in place).
Technological Ascendancy
-research speed bonus increased to +15%.
One Vision
-[strike]increased the unity tile production bonus to 15%.[/strike]
-reduced the governing ethics attraction bonus to +20% (was +30%)
-added -20% founder species pops unity penalty reduction.
-added -20% xeno pops unity penalty reduction.
Master Builders
-added the technology Mega Engineers as a bonus research option that appears with the perk's adoption
-added -25% megastructure price reduction.
Traits Changed
Resilient
This trait was reconfigured because it was almost completely worthless given the army system of vanilla. I tried to remain true to the vanilla trait description with the changes.
-the garrison health modifier was removed. (while conceptually sound, game mechanics-wise this didn't do anything noteworthy)
-increased the pop fortification bonus to 100% (was 50%)
-added +50% army damage when defending.
-added +25% army health bonus.
Robust
This advanced trait is mostly useless because by the time it appears the +30% habitability is almost completely redundant.
-removed adaptive and extremely adaptive as opposites of this trait, so it can now be picked in conjunction with either one and thus compensate for the reduced habitability bonus.
-habitability bonus decreased to +10%.
-added +50% army health bonus.
-decreased the price of this trait from 7 to 4.
Very Strong
-reduced the price from 3 to 2 trait points.
Arrested Development
-the -100% experience gain was nerfed to -75% experience gain.
P.S. thanks to @Gratak and @beckermtfor ideas and advice.
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