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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Torrannor posted:

Why would you create a Stellaris sex mod, when CK2 is a much more natural fit for this kind of dumb poo poo? Why would you mod sexy Hearthstone cards at all? I just don't get it.

Some people are horny. Some people are really horny.

MazelTovCocktail posted:

Someone is totally buying this expansion because they want to have their aliens species bang other aliens and do weird eugenics (so macro CK2 in space lol).

See this very page:

Demiurge4 posted:

Fanatic Xenophile, Authoritarian.

Designate a gaia world as a thrall world, keep buying and capturing new aliens to put on it. Pick Xeno Compatibility. :getin:

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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

drat, I do not envy any pubbies who are going to wake up on the 6th and just discover that the game is completely different. Arumba is choking hard on all the new stuff.

God bless dev diaries.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Captain Oblivious posted:

-Strong/V. Strong/Weak now affect "Worker (strata?) output," not just (specifically) Mineral output.

Yeah, it means the strata. Not sure how being strong makes you a better barista or masseuse or w/e, but the thematic throughline is clear- "Strong" is for proles and slaves.

Leaves a big obvious gap for an Eloi trait of some description. Maybe that's a bit too strong? I don't think I've spotted any trait that boosts industrial throughput.

Also caught the new Technocracy: it's Agrarian Idyll but for labs :stare:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Unemployed *subsapient* robots not requiring upkeep/as much housing would be a pretty neat feature, and as far as I understand the new economic system should be pretty easy to implement*.

From what I've seen on streams though, it looks like population grows much slower than you can build jobs for it to work, so I don't think it's going to be that much of a problem in the early game at least.

*Hey Lord Mune, how well does the new economic system extend/adapt to edits? Like, if I want to change robot pop resource needs in this way, can I just write a file that implements the relevant upkeep = { } clause or whatever or do I need to copy the entire file containing it?

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Raiding and slaving definitely seem like they're going to be very strong.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Gonna make a planet that's 100% robofactories and call it Ix.

(Gonna make a second planet that's 100% energy plants, to fund the transfers)

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Bedurndurn posted:

I think Martin capped it at one factory per planet to keep what happened in the dev clash (one dude's robot empire grew so quickly and got so powerful that he was as strong as most of the other players combined) from happening on release.

Man mods are going to be nuts after this patch. I am much more interested in this patch than I was for 2.0's release.

:argh:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Demiurge4 posted:

Looking over some release features again in anticipation, why is it that mega projects still cost flat minerals? Ecumenopolis is 20k minerals and 10 years, why isn't that just 166 minerals per month for 10 years?

Saw a suggestion that megastructure construction sites should be population-bearing, with “builder” jobs that produce megastructure construction progress. Would make them feel huge, at least.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Speaking of the art department, I kinda thought we'd be drowning in species packs at this point. They've only managed two in three years, and one of them was boring ol' humanoids. I would like more, please.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider


three hours~~~

(maybe)

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Aethernet posted:

- As multiple posters have identified, Pop is now King. While space mining has been improved, you still need pops to make most alloys. I suspect there is some balancing to be done to make sure +growth is not the God Stat.

So, almost every single one of my custom empires has Slow Breeders, because I disliked how fast growth was in previous versions. Which isn't too bad, because I usually play with all-custom empires, so it just means the economic baseline is slower. Except, there is exactly one of them that aren't Slow Breeders. In fact, they are Rapid Breeders.

Also, they're the barbarian despoilers. :unsmigghh:

Aethernet posted:

It is literally just a number and you should ignore it. You can increase it through research and via the Expansion tree, but doing so isn't a priority.

That "the number should be red when you're below the cap" idea is sounding better and better.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Bedurndurn posted:

If you open up 10 artisan jobs on that same planet

Maybe uh, go a tad slower? Buildings are like two jobs each and then upgrading them is another three (I think), so you can and probably should build your economy incrementally.

And wait until you have pops ready to fill the new slots. Pops grow a lot slower than you can build buildings.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Davincie posted:

i upgraded my research labs without paying much attention to the gas upkeep, before noticing (strategic resources are kinda hidden) i was running a deficit, which led to 25% less job income, which led to other deficits, which i couldn’t recover asap because i had just spend all my stuff. took a while to get out and is easy to happen.

Hmm. The aggregated resource counters, they show monthly income, right? Do they indicate that you're in deficit when one of them goes negative, even if you're positive in aggregate? If not, they probably should at least go orange or something. Maybe show total/average/minimum incomes of the set?

Anno posted:

Still early days but I feel like my Megachurch is actually quite strong. It’s probably because the three empires closest to me have been pretty down to commercial pact it up, though. If nothing else Megacorps are maybe too dependent on their neighbors and then the rest of the galaxy being of certain flavors. Too many hives/robots/assholes and you’d be in kind of a bad spot.

Clearly galgen needs a hugbox-thunderdome slider.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

So I'm having fun updating all my custom system initialisers and jazz:

common\solar_system_initializers\prescripted_species_systems.txt:

code:
planet = {
	name = "NAME_Earth"
	class = "pc_continental"
	orbit_distance = 25
	orbit_angle = 120
	size = 16
	starting_planet = yes
	has_ring = no
	entity = "continental_planet_earth_entity"
	deposit_blockers = none
	modifiers = none
	flags = { planet_earth }
	
	init_effect = {
		prevent_anomaly = yes
	}
	
	moon = {
		name = "NAME_Luna"
		class = "pc_barren_cold"
		size = 5
		orbit_distance = 12
		orbit_angle = 40
		has_ring = no
		entity = "cold_barren_planet_luna_entity"
	}
}
"Wait a sec. How are they getting the custom deposits/blockers on here?"

common\scripted_effects\01_start_of_game_effects.txt:

code:
# Special for Earth
generate_earth_deposits_and_blockers = {
	clear_deposits = yes
	add_deposit = d_mesopotamian_urban_corridor	
	add_deposit = d_boswash_metropolitan_axis
	add_deposit = d_mauritanian_security_zone
	add_deposit = d_great_albertan_crater
	add_deposit = d_scandinavian_reclamation_sector	
	add_deposit = d_saharan_irrigation_project
	add_deposit = d_pearl_river_agglomerate
	add_deposit = d_great_pacific_garbage_patch
	add_deposit = d_failing_infrastructure_earth
	add_deposit = d_decrepit_dwellings
	if = {
		limit = { owner = { is_machine_empire = yes } }
		add_deposit = d_rushing_waterfalls
	}
	if = {
		limit = { owner = { has_valid_civic = civic_machine_servitor } }
		add_deposit = d_hot_springs
	}	
}
"...okaaay, but where is that being called?"

events\game_start.txt:

code:
# this: capital planet
# from: founder species
planet_event = {
	id = game_start.12
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		if = {
			limit = { 
				NOT = { has_planet_flag = planet_earth }
			}
			generate_start_deposits_and_blockers = yes
		}
		else = {
			generate_earth_deposits_and_blockers = yes
		}
		generate_start_buildings_and_districts = yes
		generate_start_pops = yes
		generate_home_planet_final_pass = yes
	}
}
"What the gently caress :psyduck:"

So anyone wanting to do their own custom deposits has to extend/clobber this event. Apart from just being awkward this is going to be tricky from a mod inter-compatibility standpoint.

Davincie posted:



only shows net positive, despite one being 'negative'. well i guess its at -0 now after a bunch of effort, but its not positive at least

Yeah, that's hosed. Drop a feature request on the forums maybe?

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

TalonDemonKing posted:

So you're saying that there's going to be issue when you have multiple mods having their own deposits?

Special planet-specific deposits and more generic ones too, I think, because it looks like it's generate_start_deposits_and_blockers that handles those and they're all directly referenced by name.

e: I guess maybe you write your custom on-start event and have that run on top of the default? That would work for generic deposits I think.

e2: no, because you don't want to inflate total deposits per planet. Right?

KOGAHAZAN!! fucked around with this message at 17:02 on Dec 7, 2018

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider





:hmmyes:

This was pretty easy to add!

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Selling the entire worker strata of two planets did not crash my economy, amazingly. Or, there were a lot of red numbers for a bit but I made so much money out of it I could terraform half a dozen planets and still eat pure energy for half a decade. God bless.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Mazz posted:

The problem is that you basically linearly scale up your resource drains as you do your additions in a lot of cases, especially robots.

Yeah, I do not like this. Economic growth in the game as it is is almost all extensive, not intensive. It just doesn’t feel right, and it means the economy never takes off.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

GunnerJ posted:

-Some things about slavery are... wonky to me in how they interact with the strata system. So, slaves typically can't be ruler or specialist strata. Putting aside my qualms about how reasonable this is with a mind towards how slavery actually worked, this became a problem when I tried raiding an industrial-era primitive.

I got a little bit annoyed at how opaque the system is re: what robots and droids are allowed to work and cracked open the files. So, there are a lot of jobs and this is not a comprehensive list, but the "regular" jobs seem to be broken down into six categories:

Worker jobs can be worked by anything that doesn't belong to some sort of special non-work category- pops undergoing purging or assimilation, livestock, trophies and organic batteries. This category includes:

  • Miners
  • Farmers
  • Soldiers <- interestingly, I can't see anything that interacts with the military service species right in this code
  • Mote Harvesters
  • Gas Extractors
  • Crystal Miners

Complex Worker jobs cannot be worked by basic robots, and include:

  • Technicians
  • Clerks
  • Preachers

Specialist jobs cannot be worked by slaves or basic robots, and include:

  • Metallurgists
  • Artisans
  • Enforcers
  • Roboticists
  • Medical Workers
  • Managers
  • Chemists
  • Gas Refiners
  • Translucers
  • Telepaths <- for some reason, non-psychic pops aren't disqualified from this job in the "potential" brace, but instead are given a zero weight

Entertainer are as specialists, but additionally allow domestic slaves to work them. Obviously, this only applies to one job:

  • Entertainer

Complex Specialist jobs cannot be worked by slaves, or any non-synth robot:

  • Colonists
  • Researchers
  • Priests
  • Culture Workers

Ruler jobs cannot be worked by slaves, and can only be worked by synths if they have full rights. This category includes:

  • Administrators
  • Executives
  • Nobles
  • High Priests
  • Merchants <- might be better renamed to plutocrat or capitalist or something along those lines
  • Science Directors

Looking at this, it feels very very strange that your industrial sector (foundries, factories) cannot use basic robots. Actually, I kind of feel like they should be worker stratum jobs? Blue collar, not white collar workers. Otherwise, I think slaves should at the very least be as good as droids. Also, maybe disqualify pops from strata based on their citizenship rights? I feel like at the very least you should only get to be a ruler if you have full rights, and that's not checked for here.

Libluini posted:

Yeah, I think it could be related to robot-code. But other then having no hunger, my dudes were completely normal otherwise. :shrug:

This is even weirder then when in earlier versions, a random 5% of all my mod users had the portraits not show up for no reason


Edit:

I just looked up if something in portrait-coding changed, but nope. And my mod still declares those portraits as BIOLOGICAL archetype and excludes machine intelligences specifically from using them. So no idea why this bug shows up in relation to portraits

I think I've cracked this. I'm fairly certain this is the code that makes ruler pops eat food:

code:
# Organic Upkeep
upkeep = {
	trigger = {
		is_organic_species = yes
		has_shared_burden_living_standard_type = yes
		owner = { is_primitive = no }
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_shared_burden			
}
upkeep = {
	trigger = { 
		is_organic_species = yes
		owner = { is_primitive = no }
		OR = {
			has_academic_living_standard_type = yes
			has_very_high_living_standard_type = yes
			has_high_living_standard_type = yes
			has_normal_living_standard_type = yes
			has_stratified_living_standard_type = yes
		}			
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_very_high
}		
upkeep = {
	trigger = { 
		is_organic_species = yes
		has_low_living_standard_type = yes
		owner = { is_primitive = no }
	}
	food = @living_standard_food_normal
	consumer_goods = @living_standard_luxuries_high
}
# Primitives
upkeep = {
	trigger = {
		owner = { is_primitive = yes }
	}
	food = @living_standard_food_normal
}
See that is_organic_species? It's a custom trigger that looks like this:

code:
is_organic_species = {
	OR = {
		is_species_class = HUM
		is_species_class = MAM
		is_species_class = REP
		is_species_class = AVI
		is_species_class = ART
		is_species_class = MOL
		is_species_class = FUN
		is_species_class = PLANT
	}
}
So your pops will only eat if they belong to one of the vanilla species classes. A check for species archetype would probably have been more robust here, but what do I know?

KOGAHAZAN!! fucked around with this message at 16:04 on Dec 9, 2018

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

GunnerJ posted:

I guess this all makes a bit more sense than I'd thought now, but I still don't understand why two main species ruler pops just materialized out of the ether.

This happened to me, too. I think it's expropriation.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Libluini posted:

Well, poo poo. I put my portraits in custom species classes because otherwise stuff tended to break left and right. And now I either have to put them back or copy that code for my mod and extend it with my custom classes. Joy. :shepface:

Great, isn't it? And it makes inter-compatibility between species mods much more difficult!

I think all of the new script I've looked at so far suffers from at least one of: extreme over-specificity, massive code duplication (every pop strata has to be taught how to eat individually? was there not a simpler solution to this?) or being split over a bunch of different files. I love how much functionality is exposed and how extensible it is, but goddamn if it doesn't seem like it's going to be much more difficult to mod than it needed to be.

Guilliman posted:

2.2 is way more engaging. I find I only manage my pops in the early game, when I have one planet. After I get a second colony it's just fire and forget. I only go back to colonies to if the icon for overcrowding or jobless pops shows up in the right UI.

:same:

e: the performance is really bad, though. I started a 1000 star game, naively, and seconds per tick crept above unity by 2325. Six minutes to the year. What the gently caress.

KOGAHAZAN!! fucked around with this message at 17:47 on Dec 9, 2018

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Guilliman posted:

Same here, along with galaxy view stutter.

So uh, I opened up the task manager just for giggles.



We've got fairly evenly distributed load on three cores, and one heavily loaded one that's the bottleneck. So far so whatever. Though, note: this is paused. That's a lot of load for idle!

The interesting bit, the drop I've circled, is when I entered observer mode. Not paused, unpaused, whatever. Typed "observer" into the console. It's got to be UI stuff.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Boot and Rally posted:

Thanks, that makes sense. Now I have to check my planets more than before which seems antithetical to the stated goal of making it less micromanage-y. Maybe I just never played the game right.

Use the outliner. If you see a red suitcase, it's time to build. Otherwise, let them be.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

The outliner really needs to separate patrolling fleets from actual combat fleets.

It would be nice if I could filter the planets view by unemployed pops/free building slots/etc too.

e: alternatively, we need some sort of alternate interface widget which does the same job but bigger and better laid out. Because it feels like half the game is trying to squeeze through this one small and inconveniently positioned door.

https://www.youtube.com/watch?v=LmbyWGCwX90

KOGAHAZAN!! fucked around with this message at 22:29 on Dec 9, 2018

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Zurai posted:

Alright, so I'm working on a mod to tweak the economy. Right now, the mod:

  • moves the manufacturing jobs to worker tier (so that proles and robots can work them)

That doesn't actually have anything to do with what stratum they belong to, it's all to do with the possible = { } clause. Though I do think they should be in the worker stratum too.

Zurai posted:

  • moves clerks to specialist tier (mainly just for flavor reasons, not sold on this)

I wouldn't, because I think they're supposed to be baristas/sales clerks/hairdressers etc. The service industry, in effect.

Zurai posted:

  • changes the upgraded alloy foundries to use jobs which are slightly more efficient (-0.5 mineral upkeep and +0.25 alloys produced per tier), add 1 less foundry worker per tier, and add 1 foundry foreman (2 consumer goods for 1 unity and 3 engineering research) per tier. Foremen are specialists.

I'd have the bonus on the building be per-worker throughput and put input/output efficiency on techs, myself.

Zurai posted:

I plan to do the same sort of thing for the other upgradable production buildings, then tweak the numbers until it feels right to me. Is this something which other people would be interested in using once I have it in a state that I wouldn't be ashamed of others seeing it?

I have ideas for my own economy mod with a slightly different array of resources/production chains, but I am definitely interested in hearing about how easy/difficult you find modding the system and what tricky problems you run into.

e:

Zurai posted:

Yeah, that's something else I'm thinking about. I don't know that I want to mess with them too much, because I feel that the rare resource balance is actually pretty good. It's something that I'll probably experiment with at least a little.

A problem I'm running into now in the late game is that, because those buildings (and the rare extractors) give so few jobs slots per building slot that those planets start to have jobs crises much earlier than others.

Though really, I'm not sure I like building slots being a scarce resource anyway. Like, on a planetary scale simple land area is not a serious limiting factor.

KOGAHAZAN!! fucked around with this message at 23:46 on Dec 9, 2018

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Zurai posted:

I definitely realize that there could be balance problems rising from moving jobs from strata to strata and it's one of the things I intend to actually play some test games to test once I have the mod in basic working order. I'll investigate both changing the strata and just using the job check triggers.

What you could do is create a fourth stratum between worker and specialist, or between specialist and ruler. That might be better, actually, so people are still promoting into factories. That would mean dicking with living standards as well, though.

Zurai posted:

So in other words, tier 1 foundry workers would be 6 metals for 2 alloys each, while tier 2 foundry workers would be 9 metals for 3 alloys each (just as a quick example)? I can see that, although it would make even more problems in the "I just upgraded my foundries and now I'm running a 3 million mineral deficit" department.

I probably wouldn't scale that aggressively, but yes.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

TheDeadlyShoe posted:

Actual mineral income is much higher though. Alloy costs make it much harder to minmax into military though.

Hmm. Let's math this out. A mining district provides 2 jobs which produce 4 minerals each. You get a +20% (+0.8) bonus for each improvement tech, which stacks additively with other bonuses, compared to a +1 stacking multiplicatively under 2.1 rules.

So in 2.2 we start producing 8 minerals per district and 4 per worker, rising to 16 per district and 8 per worker at max tech. A fully upgraded mineral purification plant increases that to 10/5 -> 18/9, plus another district's worth of jobs. You get 1 extra mineral per job (2 per district) for every additional 25% of output bonus.

In 2.1, we start producing 2 minerals per building/worker, rising to 5 (7 on the capital) at max tech. A fully upgraded mineral processing plane increases that to 2.4 -> 6 (8.4), plus another 4 base minerals. You get 1 extra mineral per building for every additional 50% bonus at the beginning and every 20% bonus at the end.

Note here than, while we start off 4 times as efficient per building and 2 times per worker, 2.2 scales much less aggressively- at max tech, a 2.2 district is worth a little over 2 2.1 mines, and per worker you're roughly equal. After other bonuses you're probably behind per worker.

Now, I can't quite remember what you started with in 2.1. 7 pops, definitely, and I want to say 2 mines? Maybe only one, but on a 2 mineral bonus? Let's say 2 mines with a combined tile bonus of 3, so 5 minerals for 2 pops.

In 2.2, you start with 28 pops and 2 mining districts. So we're making 16 minerals for 4 pops, which is half the population fraction. That's better than triple!

Now let's compare a pair of late-game specialised mining planets. In 2.1 this is, say, a size 16 world with a capital, processing plant and 14 mines. Total tiles bonuses of... say 7 minerals. So we're making 81 x 1.2 = 97.2 minerals from this planet, before other bonuses. If you're like me and built mines only on bonuses, you're probably doing better than that overall.

In 2.2 the mining planet looks a lot different. It's almost certainly not 100% mining districts- you might find a size 16 world with 14 mining slots, but it's probably going to be more like... 9? For a mining-heavy world. 180 minerals here, a little less than double 2.1, and additional bonuses are only 4/5s as valuable. This is also a pretty rare world; in 2.1 you might cover any rock in mines if you wanted to, but in 2.2 you aren't going to have half as many. The 2.2 planet also takes much, much longer to grow.

So we start off with a lot more but growth is much slower.

These minerals then have to be turned into alloys. Immediately here we can see that this makes the economy much less flexible. Previously, the three uses of minerals- economic growth, consumer goods and military production- were fungible. Any economy that was strong in one of these areas was strong in all of them, and could pivot on a dime. Now building a strong navy means decades of structuring your economy to support a strong navy, and weakening yourself in other areas.

Looking at the numbers, one metallurgist transforms 6 minerals into 2 alloys. So 3 miners produce 12 minerals which are made into 4 alloys by 2 metallurgists- 4 alloys from 5 pops, or 0.8 alloys per pop. In my current game I think I'm running closer to 2 minerals per alloy, so 2 miners now provide 18 minerals to 3 metallurgists, who turn them into 9 alloys. 9 alloys for 5 pops, or 1.8 per pop.

So our 2.1 starting world produces 5 minerals at a 2.5 mineral per pop rate. The 2.2 starting world produces 5.33 potential alloys at a 0.8 alloy per pop rate. Pops are 4 times as numerous, so that's about 3.2 to the classic pop.

Our 2.1 mineral world produces 97.2 minerals, at (not counting the capital pop) 6 minerals to the pop. The 2.2 mineral world produces 90 potential alloys at 1.8 alloys to the pop. So we've fallen behind per pop as well, and pops aren't 4 times as numerous now, due to the slower growth rate.

This would explain why the battleship age has just failed to materialise for me.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Demiurge4 posted:

I think the early game could do with being more destabilized tbh. I want my homeworld to start off overpopulated and crime ridden, covered in slums and other tileblockers. Every tile blocker produces crime and reduces stability, but clearing them creates more pops that further press against your housing requirements. Colonizing your first world will ease the pressure and cause negative growth on the homeworld as it starts emptying itself of criminals and unemployed pops, allowing you to clear the tile blockers and move more people offworld.

By the time you're stabilized on the homeworld you should have two reasonably developed colonies. I think this would help boost the slow early game and still allow for some reasonably interesting management as a certain percentage of your pops are still criminals and need tending to.

:agreed:

It seems very strange to me that unemployment, overcrowding, crime, are things that don’t really exist, at least persistently, unless you gently caress up badly. If you’re a hyper egalitarian running shared burdens or utopian abundance, maybe.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider


I’m going to again suggest a fourth pop stratum between specialist and worker for industrial labourers. That and a nerf to artisans, to make consumer goods more labour intensive.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Darkrenown posted:

Upgrade time is based on the cost.

It. Okay. What?

So, as tech increases, costs increase. Which, if I understand this correctly, means that refits take longer the better your tech gets? As opposed to build times, which are, as I understand it, constant based on the hull size and are reduced by the occasional efficiency tech?

I'm not even going to say upgrade times are too long at the upper end of the spectrum (they are though); what I want to know is what the design rationale for this dynamic?

e: scale it proportional to the cost of the upgrade as a % of a new ship of that design, imo.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Baronjutter posted:

So I'm fairly familiar with the solar system initializers that generate the systems, I found all the deposit types and what bonuses they give and what planets they show up on. What I can't quite figure out is what file or system populates planets with deposits in the first place. I can planet_type pc_continent in the console and transform something into a habitable planet, but it will have no deposits, just it's size worth of city capacity. So when the game is rolling up a new map, when/how does it add all the deposits and how can I tweak this to give a little more or less of something?

I investigated this upthread. The deposits are added by generate_start_deposits_and_blockers in common\scripted_effects\01_start_of_game_effects.txt, and this (along with the effects that spawn the pops and the buildings) are called by the event game_start.12 in events\game_start.txt

As a general rule, if there's something you're trying to find but don't know exactly where to look, Notepad++'s "find in files" feature is extremely useful.

Baronjutter posted:

I've found in the new economy energy is extremely trivial, specially with trade, food isn't really much of an issue either and you can always farm ringworlds, but minerals and mine-sites in general seem super rare. Is it because I'm playing continental and they tend to skew to one resource or another?

Yes, each of the three planet categories (wet, dry, cold) is biased towards one of the three district types. Wet worlds get a lot of food, the worst resource.

Azuth0667 posted:

What do i do with dark matter?

Those special high-level components you can get from fallen empires require it. Is there any use for living metal apart from the edicts?

e: "add_deposit" definitely still exists. It's what Paradox are using to get those deposits onto planets. If you're trying to use it in a system initialiser it's not going to work because the setup script clears any deposits on the planet before it adds its own.

KOGAHAZAN!! fucked around with this message at 11:17 on Dec 12, 2018

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Autonomous Monster posted:

I investigated this upthread. The deposits are added by generate_start_deposits_and_blockers in common\scripted_effects\01_start_of_game_effects.txt, and this (along with the effects that spawn the pops and the buildings) are called by the event game_start.9 in events\game_start.txt

Whoops, this should be game_start.12

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Darkrenown posted:

AFAIK the idea is something like "A shipyard can do X work per day, so upgrade time = upgrade cost/X days" which makes some kind of sense. The real question is why the entire fleet needs to upgrade in one shipyard.

That makes sense, but it's weird when contrasted with the way that ship construction times are invariant on ship cost.

ZypherIM posted:

That said, 1000:1 seems a bit large, might be some typo action.

Weights are, I'm almost certain, threshold based. As in, it'll fill the highest weighted job available, regardless of whether it's the highest by 1 point or a thousand.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

DOCTOR ZIMBARDO posted:

I don’t like how Crime works and I have a lot of ideas on how to improve it. What resources exist to learn how to write mods that affect how a value like Crime is generated?

Basically, I would suggest that enforcers don’t actually reduce crime but reduce (with diminishing returns) the penalties you get from crime. Crime itself is generated from some different sources. And empires get some decisions (amnesties and so on) to affect crime more directly.

There's the wiki, but you could also post what you want to do here and we can give you tips.

What you're proposing here would I think usually be impossible, because modifiers can't really interact that way. However, I think here you might be in luck, because it seems the effect of crime is mostly event driven.

The first thing you want to do is figure out how crime works, exactly. Look at what it does in game, then try to find where that behaviour is defined in script. The \common\ folder is where you'll find most of the systems-driven stuff, while events are defined in, unsurprisingly, \events\. To get you started, there's a bunch of stuff to do with crime in \common\defines\00_defines.txt (not a good sign, that's were all the most hard-coded, least accessible stuff lives), a planet_crime clause in \common\static_modifiers\08_static_modifiers_megacorp.txt (also very hard-coded), a criminal job in \common\pop_jobs\00_other_jobs.txt, and various "crime events" reference in \common\on_actions\00_on_actions.txt (events listed in here get fired when the stated action occurs, like a new leader being spawned, or the game starting- this is not the normal way events work).

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Zurai posted:

Personally, I don't even think they SHOULD close due to low crime. You're already collecting half of what a normal megacorp would for the same investment, that's enough of a penalty.

I imagine Paradox wants a way for empires to combat organised crime short of a full war.

That might be why syndics are so weak, really: the system was designed from the perspective of how other empires would deal with them.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Guilliman posted:

I thought the topbar was going to be moddable for resources.

We cant add a custom one without overwriting the entire thing! It is possible to overwrite the strategic group but that's also not mod compatible if multiple mods want to do it.

Two mods with custom resources wont work. Very disappointing.

Ms Adequate posted:

Yeah I've already seen compatches springing up for a couple of mods as a result, it's going to be a pain in the god drat rear end if you start adding more than a couple such mods to your game :(

I mean, I'm all for things being as extensible and modular as possible, but it really seems to me that the economy wants to be approached holistically. You do not want to slap a bunch of different mods in the pot and hope the soup tastes alright.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Magil Zeal posted:

As I understand it, it removes all "special features" from the planet. Currently, this includes every feature that increases the amount of a specific kind of district on the planet. So for example, if you have Geothermal vents which provide +2 Generator districts or whatever, terraforming to Gaia removes them. This doesn't seem intentional but currently that's how I understand it works.

Wut. Normal terraforming doesn't do that. Why's this one all hosed up?

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Baronjutter posted:

Stellaris 2.2 being so absolutely married to serial-only pop growth/decline introduces a lot of seriously silly restrictions.

I like it better than the old model, where you could spend a decade or whatever committing genocide, but if you stopped it one day it was due to be completed then nobody would have died. Now if you do 50% of the murdering 50% of the people will be dead. Yeah!

It probably shouldn't take forty years, though. Or, it should, but only in a "Realistic Scale" mod for people who want to spend fifty real-life years building a ringworld.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

hobbesmaster posted:

aka "Stellaris 2.2 on Earth"

All joking aside, I'm going to be kind of pissed if V3 ends up looking like Stellaris 2.2.

Discrete pops, linear population growth, all-manual economy? Noooo thank you.

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KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

Taear posted:

It's a big fleet, I have two and this is one of them, it's a bit less on this one. Still feels unreasonable. Hopefully this image works
I can take a screenshot of the other when I get home but I mean the individual ships are 100 but even 4500 seems like a shitload for what are quite small upgrades.

That's about 77 alloys per ship, which is probably half or less what you're paying for a corvette at this point. Replacing that fleet is probably going to run you 20k.

How big were the changes?

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