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Thank you to all from my brother and me,
we even enjoy it now a lot more,
as the original game, could have ever offered us.

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What the game really needs, but that would be a Paradox issue (AI must be aware of it),
is a Trade/Economy AddOn !

LUXURY GOODS:

Luxury goods should be found on planets, which are needed to "use" all hexes on a populated planet ...
without luxury goods, only 60% or so could be populated, everything above should have a -10% happiness only on that hex
for the first overpopulated hex and so on ...
it could be reduced if you transport one Luxury good to that planet for +10%, so using 4 different goods you could neglect that malus and use all hexes.

So you could built a special planet, where all hexes could be used, all others will have free hexes ... (for strategic decisions, different Pops etc.)
and have a reason to search for that goods and mine them on far away planets, with robotic mines ...
and a reason to trade and exchange that goods with other Empires !
(That goods should be clustered around the map, so that one typ isn't available in all parts of the galaxy)

Survey should also overworked, when you will KNOW and see where strategic and luxury goods are ...
and so on.

Already posted something about that in the suggestions
https://forum.paradoxplaza.com/foru...lore-trade-conquer-the-whole-universe.934480/
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There will be things we can do with tile blockers to limit the size of planets. One thing that we have done is that tile blockers are way more expensive and requires energy but no minerals to remove and they will take an awful long time to remove (hindering you to develop the planet in the process). You can also do some other interesting stuff with tile blockers with events, riots, poverty and bombardments. You could probably destroy a tile if a planet are heavily bombarded for a long time and place a tile blocker you have to clear... say a rubble tile or the like.
Rebellion on a planet could destroy a few tiles on the planet and so could invasions.

I might also wait for Paradox plans in expanding on the strategic resources and see what they have in store before we explore too much on that regard. They said they would do something with strategic resources in the next coming patches.

We do want to avoid creating mechanics that Paradox will make null and void even before they are finished... we also MUST make sure the AI can use stuff as well as the player otherwise it will just be a mechanic the player can exploit, this will not create a satisfying experience.

What we are planning are making damn sure there are too much stuff you want to do and make sure you are always feeling a pressure on not having enough resources. This is important to us. In the vanilla version once you get to a certain stage you can just do pretty much everything and have plenty of resources over to max out your fleet, you maykiss that strategy goodbye in this mod. There are NO chance you will ever have enough resources to do everything, you will always have to choose between several things to invest your next sum of money or industrial capacity.

So, no worries... clearing tile blockers is NOT easy in this mod... if you invest heavily into it you are not doing something else such as colonizing or having a nice infrastructure for your war fleet.
 
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Reactions:
Hi - just tuned in to this mod. Exactly what the game needs. I am about 150 years into an Ironman game right now and it's already over - maxed stockpiles, I have 4x the pops of my own race than the next biggest race, 20 vassals or so... why even bother continuing? The only thing I can even do in my game now, aside from war, is spam terraforming. It's the only avenue I have to feel super supremely awesome.

Couple of thoughts to add into the mix:

1) The home planet stops growing early on in the game. Even with migration, there is no dynamism there. All you do is randomly upgrade buildings throughout. There's some excitement with seeing colonies build up, but on the home planet, everything stays the same. Lots of great sci-fi envisions a future Earth that is bursting at the seams, with ever-growing infrastructure. Think James S.A. Corey's the expanse: an Earth population of 30+ billion. Wow! If we're going for epic scale, the whole "your capital planet has 16 pops wowz" approach could use some tuning. Not sure if that's doable or how the mechanics would look. (think of Asimov's Trantor, or Star Wars' Coruscant... those are epic planets!)

2) Epic projects. That terraforming is included in the game is great, but it's pretty dull right now. It only takes 10 years to totally terraform a world. Maybe 50? If the timescales are going to get longer, that could be much more reasonable. (counter: why invest 50 years of terraforming to get a marginal world when you can conquer others?) Perhaps there could be other epic projects that could be embarked on: creating an Asimov array (essentially transforming a world into a giant antimatter factory), space elevator systems, a Dyson sphere or Ringworld. These could be late game projects.

3) Energy. Right now the techs for energy are kinda dumb. If I go from Fission to Fusion, I get a small increase in power on my ships. Huh? Not even a 10-fold increase? Not very epic. Sword of the Stars did a great job of simulating the importance of energy breakthroughs. There's already some SOTS influence in the game, and it wouldn't take much to tie in some of the techs to require Fusion first, or Antimatter, or so on, creating energy thresholds necessary to really advance. (Nice example from fiction: in the Old Man's War Universe, no one screws with the Corsu (giant crab aliens) because they have force fields that harness the energy of their entire star) Energy ideas like this might screw over the AI though, I could see that being a problem.

Anyway, some thoughts, love the ideas so far and looking forward to this mod!
 
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The new 1.1 is up,
so the mod is now even more unuseable, as I think 1.1 has also changed that files, which has been used from the mod ?

IF SO, may I asked for the files, when you have adapted them ?
I REALLY COULDN'T PLAY THE ORIGINAL GAME ANYMORE !

Thanks


"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.
https://forum.paradoxplaza.com/foru...checksum-3613-not-for-problem-reports.937741/
 
Last edited:
The new 1.1 is up,
so the mod is now even more unuseable, as I think 1.1 has also changed that files, which has been used from the mod ?

IF SO, may I asked for the files, when you have adapted them ?
I REALLY COULDN'T PLAY THE ORIGINAL GAME ANYMORE !

Thanks


"CLARKE" HIGHLIGHTS
  • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.)
  • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc.
  • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed.
  • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc.
  • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"...
  • Myriads of bug fixes and smaller GUI improvements.
  • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.
  • EDIT: Remaining Performance Issues. We know about them; they might even be hotfixed before Clarke.
  • EDIT: Corvettes are too good.
https://forum.paradoxplaza.com/foru...checksum-3613-not-for-problem-reports.937741/

We are hard at work being able to release our first real version of the mod which include game pace balancing and a rethought ship combat model. It should not be too long before that is released. We are sort of doing internal testing and making sure it works with the beta patch.

So I hope you will make it until then. :)
 
... so we have to quit to use the mod
as the AI couldn't handle it , he colonize too fast so he is F%$%§ up :)

AI would need some info, that he only should colonize the next planet, when the first gives enough output
... :-(
 
... so we have to quit to use the mod
as the AI couldn't handle it , he colonize too fast so he is F%$%§ up :)

AI would need some info, that he only should colonize the next planet, when the first gives enough output
... :-(

Hopefully you will not have to wait for long... I will upload our brand new mod in about 8-10 hours. It will be in a new thread since it is a cooperation project.

We have made great effort to make sure the AI can handle the pace of the game and expand properly and handle it's economy and a brand new combat model very different from vanilla. ;)

But I will post the new link here too and close down this mod since it is no longer supported.