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ThatJamesguy01

ThatJamesGuy01
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Aug 29, 2009
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Enterprise Rebalance Mod Version 0.2 - Release and Playable.

Welcome to Enterprise Rebalance Mod, after a few weeks hard work and keeping things as low key as possible we're ready to release. Or will be before the end of the day no matter what. We have created a full and playable release of our mod, which includes the following key changes.

Features List V0.2

- Completely rebalanced buildings and economy system using production chains, efficiencies and strategic resources. With working AI

- Completely rebalanced ship components, and ship behaviours. Long distance combat is now the norm, and late game ships are dramatically more expensive. (Fleets start small, get big, and then get smaller again as the game progresses) With working AI

- Phase one rework of tech into a proper tier system, across five tiers and added in techs to go with our new buildings, and spaceport modules. With working AI

Upcoming Features

- Complete rework of the tech system including the addition of approximately another 500-600 techs. V0.3

- Rework of the Faction system

- Rework of the Ethos, Traits, and Goverments.

- More events, anomalies, crises and others.

Known bugs and issues.

Some stuff has derpy localisation that needs fixing, this is specifically relating to events that don't tie up properly with our new resource system. Any help finding/spotting these would be greatly appreciated.

Sol and Deneb systems - They 'work' but aren't amazing I wouldn't play in either of these start systems as I haven't managed to get around to fixing them 100% yet.

Fallen Empires - They have a bit of the derp at the moment.

Download Link.

V0.2
- Will edit in link before the end of the day - we are just tidying up some techs and making sure everything is 100% playable.


Complete Changelog v0.2
- Completely rebalanced buildings and economy system using production chains, efficiencies and strategic resources. With working AI

- Completely rebalanced ship components, and ship behaviours. Long distance combat is now the norm, and late game ships are dramatically more expensive. (Fleets start small, get big, and then get smaller again as the game progresses) With working AI

- Phase one rework of tech into a proper tier system, across five tiers and added in techs to go with our new buildings, and spaceport modules. With working AI

- Deposits and rarities tweaked to work with new system.

- Ship component costs increased late game, but decreased early game.

- All ship and station types now designable (you can upgrade your mining posts and frontier stations)

- Strike Craft fixed

- Ship behaviour in general fixed NO MORE HUGGING YO

- Buildings and modules cheaper early, more expensive late.

- Game length increased through some changes across the defines (too many too list)

- New icons for new resources including: Helium 3, Minerals, Prefab Modules, Fuels, Bio mass, Exotic Materials, Rare Materials.

- New icons for some techs but not for others.

Please if you find any bugs or problems please post in the thread, and we can go and FIX IT.
 
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sounds like my kind of mod. Not sure about the force limit, though :)
Reason for forcelimit is simple.

Amongst other things by increasing the cost of ships and decreasing the amount (and also increasing their survivability) you effectively create a system that limits the need for doomstack fleets and promotes more spreading of your resources.
 
Sounds interesting... I would immedietly note that you may want to take a look at rebalancing the random space creatures and the early pirates everyone seems to have problems with.
 
Sounds interesting... I would immedietly note that you may want to take a look at rebalancing the random space creatures and the early pirates everyone seems to have problems with.

Gut feeling if i leave them roughly the same as currently once i rebalance the ships cost/hp/dps it should be fine.

Might look into rarity as well.
 
Maybe you should contact one of the other longer game mode mods. It would fasten the progression and lessen the mod clutter. But it's just a suggestion.

Other than that I personally am not a big fan of these civ like marathon mode games. Simply increasing time and cost seems like a bad design decision for me. But I guess different strokes for different folks (or however the saying goes)
 
Maybe you should contact one of the other longer game mode mods. It would fasten the progression and lessen the mod clutter. But it's just a suggestion.

Other than that I personally am not a big fan of these civ like marathon mode games. Simply increasing time and cost seems like a bad design decision for me. But I guess different strokes for different folks (or however the saying goes)

It's not just about increasing costs to lengthen game time.

But to solve some of the issues that occur through cheapness specifically stations.

The main issue with stations is they aren't viable targets in war - they produce too little, they die too quickly, and they are far too easy to rebuild (especially mid to late game) the solution is to increase there cost in my tests yesterday, double seemed about right. (This corresponds with an increase in minerals produced by buildings the increase higher for higher tiers as it were.

I actually think I won't slow down research after playing the game, but I will just add more techs to get the same result. Pop growth I think is still a little too fast. Frontier stations need to be much cheaper.
 
Yeah well I will monitor your mod as the others. The general idea of slowing the progression is quite interesting but I can see many pitfalls here. But in the end if you like your mod I'm certain others will too ^^ there is no such thing as a bad mod I guess
 
Dev Diary time Y'all and it will be accompanied by the first release later today.

I brought on Cirein from the RIF mod team that I work on in EUIV, the mastermind behind such systems as ticking autonomy, amongst other things. We spent a day brainstorming and have a whole list of things to do. So let's talk buildings.

Currently in Stellaris everything is bought with 'Minerals' and maintained with 'Energy Credits' whether its a tier 1 laser gun, or a tier v Quantum missile. Buildings are also incredibly simple and their isn't much fun in the gameplay on planets when it comes to building stuff it's something along the lines of Mineral buildings on Minerals, energy buildings on Energy, Food up to planet cap then not starving, and then Science everywhere else.

This needed to change.

So what we have done is develop a system of production lines.

Everything costs prefabricated Modules to construct, the amount increasing exponentially by tier. For example a Small t1 laser will cost 1 Prefab module, but a tier 5 small laser will cost 16 prefab modules.

You get prefab modules by converting minerals (a new Strategic resource found on planets but mostly on non colonizable bodies) in factories on your planets, the higher tier ones also require new strategic resources and a bit of science but the efficiency dramatically increases.

Maintenence has also been drastically increased, it might only require 10 prefab modules to build that corvette but it will also require 2.5 a month to maintain. In all cases its 1 quarter of the construction cost in components a month are required to maintain a thing.

We have similarly redone Energy credits, the spendable resource is Power, but it has to be converted out from Energy which is again found on the maps and late game increased by buffing input with science or rare materials.

All rare materials have been scrapped and instead replaced with Exotic Materials, Rare Materials and Biomass. These are used in combinations to build high efficiency buildings and also ALL research labs.

The last part of the building rework is related to food, currently it is a planetary resource and can't move from your breadbasket gaia world to that desert planet that has no food. Well that is no longer the case. You can now package food into MRE's on a spaceport, (there are a number of modules so you can control the rate between 1 and 10) and then at the spaceport on your other planet you can build a module that converts MRE's into food for the below planet.

So that is the building rework, that is almost finished and will be in the version released tonight/tommorow morning.

What else have we done, well see the below changelog.


Building rework implemented.
Addition of new strategic resources: Manpower, MRE's, Biomass, Exotic Materials, Rare Materials, Minerals, Energy
Edited distribution of deposits to work with building and economy rework.
Entirely rebalanced armies to slow down land combat, ahead of some full rework their (armies suck currently)
Increased tech per pop to 2.5% up from 2% and increased tech cost per planet to 1%, eliminated free tech pops.
Reworked ship combat ranges, and weapon balance roughly speaking. Buffing kinetic weapons, nerfing lasers, and buffing missiles, nerfing torpedos and plasma accelerators. Nothing gets 100% pen anymore.
Made shields cheaper.
Made power generators more effective.
Made ships more expensive as a result of building rework, as a result of weapons changes they also live longer.
Stations are no longer more expensive research labs/powerplants/mining stations but are required as inputs for factories and are thus not as expensive as before but are much more important.
Strike craft fixed.
Linear happiness mod incorporated.
Traits and Ethics have had a quick pass.
 
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