Expert Economy Modifiers

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Author: DarkVicarius

Last revision: 7 May, 2018 at 23:27 UTC (7)

File size: 20.48 KB

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Description:
Expert Economy Modifiers

by DarkVicarius
Game version: 2.0.* — (WORKING ON UPDATING TO 2.1)

This is an OPTIONAL SUPPLEMENT to my original mod called Expert Economy 2.0, which can be found here:
http://steamcommunity.com/sharedfiles/filedetails/?id=1347526334

Description

Have you ever fallen asleep while playing vanilla Stellaris? Do you routinely cycle through all your planets just numbly clicking every button in sight and filling every slot? Do you think the economic part of the game is a shallow and dumbed-down affair, compared to what you would find in other Paradox strategy games? If so, you may want to check out this mod!

Expert Economy Modifiers greatly increases strategic depth in the economic portion of the game. It changes many costs and values for buildings, stations, armies, population, and so on to make it a lot more challenging, engaging, and rewarding to build up a good economy.

It makes early warmongering come at a greater cost to long term development, and it creates more interesting decisions of when and where to spend your food, energy, minerals, and influence, particularly in the early-to-middle game.

This mod supplements my original mod (Expert Economy 2.0, which contains all the new buildings, modules, technologies, edicts, and ascension perks) to make the mid game experience richer (see below).

Various Features
  • Changed costs of buildings, starbases, star modules, colony ships, leaders, food consumption, and various other modifiers, to provide a much more challenging early-to-mid game development curve
  • It therefore matters a lot more how you spend your resources in the first 100 years, and what bonuses you choose for your empire
  • Increased penalties within non-core Sectors to make sprawling empires more difficult to manage, and give tall empires a better chance to compete
  • Increased penalties when reaching 100% war exhaustion
  • As a silver lining, significantly increased starting stockpile of energy, minerals, influence, and unity to give you a small boost for the first few years
  • These changes are all designed to go hand in hand with my original base mod (Expert Economy 2.0), and complement all the cool new additions you can find there
  • Since this mod also affects AIs, it should be played on the harder end of AI difficulties, so that the AI can better handle the more difficult economy
Compatibility Notes

List of vanilla modified files:

  • 00_buildings.txt (no deletions or additions, only some cost changes)
  • 00_starbase_buildings.txt (same as above)
  • 00_starbase_modules.txt (same as above)
  • 00_static_modifiers.txt (contains various changes, but no critical functionality is lost if this file is overwritten by a different mod)

Overall, this makes the mod highly compatible with any mods that just add new things, but less compatible with mods that overhaul the values in these vanilla files

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Planned Features:
  • Add extra traditions, to flesh out the vanilla tradition tree
  • Remove the tech prerequisites of Megastructure-related Ascension Perks, such that all you need to unlock them is Unity
  • Tweak some of the vanilla Ascension Perks to be more interesting and more balanced against each other

NOTE: This mod will receive updates as gameplay evolves and official patches are released.
Feel free to provide feedback or suggest changes, and please give it a thumbs-up if you like it!