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UBERWASP

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May 28, 2018
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  • Stellaris - Path to Destruction bundle
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https://steamcommunity.com/sharedfiles/filedetails/?id=1889689960

This doesn't look fancy, it doesn't have a thumnail or "%100 accurate" description :eek:o_O:p;):D

But these are all the small touches I wanted to make during my play sessions. This may or may not be the most balanced mod out there but all the changes are to refine the balance between convenience and sense of believability aka "realism".

These are all my subjective changes to the game. This is how I like it, take o look at it so that if you like it you can play with this mod.

1-War exhaustion ME bonus reduced HEAVILY because in an ideal, successful war you would not have much war exhaustion and the game should reward successful strategies and generating more war exhaustion should not be rewarded in my humble opinion.
(Defensive War ME bonus remains and base ME increased to 0.4 from 0.3)


4- Freemen and tribesmen now produces half of the food they need as a whole and both citizens and freemen contribute to local production, citizens a lot less than freemen tho. And slaves consume slightly more food.

5- Corruption and character debt causes less populist faction conviction.

6- You can increase influence for every party except military using laws, that changes now. Lex Servilia law conveniently increases military faction influence.

7-Influence Character interaction popularity penalty is reduced to 15.

Things added in v2:

8- Amount of diplomatic relation you can have in each geopolitic power level without penalty increased by 2.

9- Reduced research point penalty from having no governers in a province and added local civilisation penalty instead.

11- Sending insult agg.ex. cost reduced from 2 to 0.5 and added 20 political influence cost + assasination attemp agg.ex. cost reduced by HALF because there was no point or benefit of that interaction with such a massive penalty.
It's like a store selling bananas but selling them to 999$ because they don't want you to buy those bananas which is... why would you do that? :D

12- Hold triumph cost scaling reduced by HALF. So that you don't need to throw the entire current budget of roman empire to throw one fancy party.

13- Move citizen price is now higher than move freemen

14- Economy Expanded!

You have more incentive to spend money and decrease your governments income!

15a-
TAXES:
-Taking less tax increases citizen happines and slightly increases research speed.
-Taking more tax very slightly actually increases the tax gained as well other than slave output.
-Middle economy buttons are perhaps the only buttons in the game without a function, this changes now! At least for some of them! As long as it makes sense and is immersive! :D
Tax middle button now ever so slightly increases stability and decreases stability decay
so killing animals in a ritualistic manner is not the only way to increase stability anymore :D.

15b- Just like HOI4, Free Trade increases research speed but much more slightly than hoi.

15c- Middle "Tributes" button modifies subject opinion +10 and very slightly increases subject opinion
since the middle button tribute amount is the amount you agreet during peace talk so because you keep your promise subject opinion very slightly increases.

15d-

-Low Army maintenance also decreases recruitment speed and high army maintenance increases start experience of soldiers. So when army pays less money finding the people to enlist becomes harder and education is less quality and when
armed forces has more money to spend they can give more quality education to fresh recruits. + Slightly affects the
-High Navy maintenance slightly increases export value and slightly decreases import value while very slightly increases research.

-High fort maintenance slightly increases research and invading enemy troop attrition as well because ancient guerilla warfare operations are funded by local fort command ;)

(Hopefully this army, navy and fort changes adds just a little bit more depth to it
and make it so that high army maintenance is not just something you do just before you enter an important battle and then decrease to middle when the battle ends and so on...)

15e- Increasing and decreasing wages also increases and decreases wages of governers now which is in my humble opinion, absolutely no brainer.

16-paying a writer doesn't cost a fortune of empire anymore, it costs a small fortune.

Permanent shipyards idea nerfed, giving %5 less cost decrease.

Siege Trainning idea bonus reduced back to original value of 1 from Cicero's +0.5 buff.

Ports now also give a slight civilisation bonus to provinces they belong to.

Experience decay during combat and siege reduced. (1 point from 5 to 4 and 3 to 2 respectively)

Country rank's effect to political influence reworked:

Rank 1 : +0.1

Rank 2 : +0.25

Rank 3: +0.3

Rank 4: +0.5

Rank 5: +0.75

Rank 5 Rebellion and civil war treshold penalties slightly reduced.

Province investment political influence costs reduced %50 but added scaled gold costs instead.

Tyranny and AE costs of interactions reworked. Some of the interactions costed riddiculous amounts of aggressive expansion or costed counterintuitive amounts of tyranny.
Bring to trial, arena etc costs less tyranny but also costs political influence.

Hellenic Omens Reworked, added small secondary bonuses that makes omes more distinct and difficult to pick one.

Lost count of numbers :eek:: (Last 1.3 change) Donkeys felt cluncky and buggy (especcially when you try to swap them in and out as seperate routing units) so I made them carry 350 food instead.