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Machine Empire Rebalance
   
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26 dec, 2018 @ 22:01
26 jan, 2019 @ 18:44
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Machine Empire Rebalance

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NOTE: This is very much for back in 2.2.4, and as they fixed the balance of Machine Empires in almost every way my mod did, I saw no reason to continue maintaining it. It will still work back for the old versions, if you are running them, but it is officially discontinued, for the small period of time it had reason to exist.

So, with 2.2 Le Guin, came a ton of changes. And some even spoken of for Machine Empires in a dev diary. But nothing surfaced of them. Machine Empires are literally nothing more than a basic normal empire, with "immortal" leaders that can break down, energy upkeep instead of food for their pops, some removed events, and that is it.

Now, this is the Dev Diary entry that matters (Dev Diary 124):

Machine Empires share some similarities with Hive Minds, but rather than being focused on rapid growth, their primary focus is efficient use of resources. Like the Hive Minds, they have their own version of housing district, the Nexus District, and their resource extraction districts also provide three jobs where normal empires get two, but in addition to this they also have substantial bonuses to finished goods production, with jobs such as the Fabricator being a more efficient and productive variant of the regular alloy-producing Metallurgist.

Things Machine Empires do not have in the base game:

- Same Jobs per District as a Hive Empire, which is 3... which they do not have.
- Improved efficiency of finished goods production. They are identical to EVERY OTHER EMPIRE TYPE.

What does my little mod do? Fix exactly these two issues.

- All Generator, Mining, and Agricultural districts for Machine Empires now have 3 jobs per instead of 2.
- Habitat Generator Districts had NO Machine Empire entry! Only Normal/Hive Empire. This has been fixed. I know habitats kinda suck now, but, this was still an issue.
- The Machine Empire's jobs for Alloys has been improved from 3 Alloys per 6 Minerals, to 4 Alloys per 6 Minerals.
- The Rogue Servitor's jobs for making Consumer Goods has been improved from 6 Goods per 6 Minerals to 8 Goods per 6 Minerals.
- The Machine Empire's jobs for Chemists (making Volatile Motes) went from 2 Motes per 10 Minerals, to 2.5 Motes per 10 Minerals. The same applies for the Translucer Job (Rare Crystals) and Gas Refiners (Exotic Gases).
- (New) The Machine Empire's jobs for Coordiantors (the Unity job) went from 3 Society + 3 Unity, to 2 Engineering + 1 Society + 3 Unity. Machines are not as interested in genetics, crop growth, or social interactions, but the whole empire are just cogs in the great machine!

Two bugfixes are now also included!

- The Tier 3 Foundry building now properly has Fabricator jobs and not the Hive Empire's Alloy Drone jobs that were mis-assigned to it.
- The Production Center building no longer incorrectly has normal empire Administrator jobs attached to it, but now properly has Coordiantor jobs (and by causal effect, this also fixes them for Hive Empires not getting their Synapse Drone jobs at them as well). - This is now fixed in the 2.2.4 Beta Branch. It is still in my mod for the stable 2.2.3 branch, but eventually won't be a concern.

And that is it as far as the changes go. This makes Machine Empires stronger, on a per-planet basis, as they are more efficient with their materials, while not being able to as rapdily expand compared to say a Hive Empire. And it is only finished goods that use Minerals to make physical products. Nothing to boost Science, Unity, or anything else. I have considered than Machine Empires should get Engineering Science from their Coordinator Jobs... may test and see how that works out.

Mod conflits can occur with any mod that alters the following files as well:
- 02_rural_districts.txt
- 03_habitat_districts.txt
- 04_gestalt_jobs.txt
- 04_manufacturing_buildings.txt
- megacorp_l_english.yml

I hope this helps out any other Machine Empire players until Paradox can get around to addressing how they are being balanced (or for that matter, not...).

Update #1!!!

Three things changed/fixed here.

1: Corrected an issue with the Tier 3 Foundry upgrade actually having the Hive Empire Alloy Drone job assigned instead of the Machine Empire Fabricator job.

2: Made the change to the Coordinator job from 3 Society + 3 Unity, to now being 2 Engineering + 1 Society + 3 Unity. They are all cogs in the machine, and more than any other empire type, they NEED more Engineering Research.

3: Corrected an issue with the Production Center building having a normal empire Administrator job on it. It will now properly have a Coordinator job assigned (and this also fixes it for Hive Empires that were getting the same issue, it will now properly have a Synapse Drone job).

Update #2!!!

I went and did a thing! I have made a compatability patch for Glavius AI (by both popular request and personal want as well).

You can find it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1636564598
25 kommentarer
t 27 feb, 2019 @ 3:07 
I'm wondering if a compatibility patch was possible between your mod and this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1610801043

Thanks in advance
zeroedgeir  [skapare] 7 feb, 2019 @ 10:12 
@Modernkennern

Having read over the changes, I am fine with what Paradox did to rebalance them. This mod will remain here for the 2.2.4 Live build, but I don't see a reason to continue into 2.2.5 with it.

Their rebalance is more generous than mine in some areas (Replicators giving +1 Engineering, Coordinators doing +1 to all 3 Sciences), the flat district production bonuses, and while they don't do anything with manufactured exotic resources, they do touch on Alloys in mostly the same way, while also addressing pop concerns we all had too.

I am generally happy with it all and all, and look forward to actually playing it.
Between Names 7 feb, 2019 @ 7:50 
Have you seen 2.2.5 and the ME changes there. Are you planning on continuing working on this mod, or are you fine with the 2.2.5 version of MEs?
Zanyth 4 feb, 2019 @ 19:44 
Well, after checking, seems ZofE: Utopian Paradise and Planetary Diversity both edit the 02_rural_districts.txt file. Since I love both those mods too much to turn off, and this one's practically necessary for a ME, I guess I'll just deal. The other 99% of this mod works fine despite the conflicts, so at least there's that.
zeroedgeir  [skapare] 4 feb, 2019 @ 19:19 
@Zanyth

That sounds like a conflict. World Type doesn't matter, only District Type, and I have made sure even the uncapped Generator and Mining Districts in the 02_rural_districts.txt are matching properly to 3 jobs per instead of 2. Check if any other mods you have mess with that file.
Zanyth 4 feb, 2019 @ 16:25 
Does this affect Machine Worlds jobs? Because Machine Worlds still lists only two jobs for mineral/energy districts and I'm unsure if it's the result of a conflict or not.
zeroedgeir  [skapare] 27 jan, 2019 @ 10:34 
@Imarian379

That would be the case, if any mod with higher alphabetical listing changes them (starts with a letter earlier than M). That is how load order works for Stellaris (sadly). It cannot be player-controlled.
Æios 27 jan, 2019 @ 8:21 
It may be a conflict with one of the other mods i have installed, but it seems that the resource districts only provide 2 jobs.
zeroedgeir  [skapare] 26 jan, 2019 @ 18:59 
@OuO

I just spent the last few hours doing my own, so... it's up already!
OuO 26 jan, 2019 @ 11:51 
@zeroedgeir I've made a compatibility patch for this mod and Glavius's AI (for 2.2.4) for personal use. I could send you what I have if you'd like.