ENDLESS™ Space 2

ENDLESS™ Space 2

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Reworked Luxuries
   
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TYPE: Extension
File Size
Posted
Updated
1.597 MB
7 Dec, 2017 @ 1:26pm
14 Aug, 2018 @ 1:22am
47 Change Notes ( view )

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Reworked Luxuries

Description
This mod attempts to rebalance and polish all the aspects of the game centered around luxury resources, starting from altering galaxy generation so that all luxuries spawn in a given Galaxy, to rebalancing all the effects luxuries have on System Upgrades while also encouraging players to use varied resources in their upgrades.

Mod's effects :
- Increased the number of available luxury types in a given Galaxy, depending on map size : starting from Large size and bigger, all Tier 1, 2 and 3 luxuries will spawn in the galaxy (full table of the changes on the workshop page, the modDB page, the G2G page or in the gdoc).
- Declustered Tier 1 luxuries. Instead of 1 batch with all luxuries of a certain type, there are now 1-3 different batches spawning randomly (depending on map size), this should lessen the heavy RNG associated with tier 1 luxuries spawns.
- Rebalanced all luxuries effects in empire plan upgrades, in particular added huge buffs to manpower and trading luxuries, added conditions on raw FIDSI luxuries and buffed all T2 (cf full chart).
- Added a bunch of new effects to luxuries
- Added cost disincentives to discourage players from stacking the same resources in all their upgrades (cf full chart).
- Increased the yield of average and abundant luxury depots (from 2 to 3 and 3 to 5 respectively, same as vanilla strategic depots) to encourage players to take into account the luxury depots when deciding which system to colonize or to fight for.
- Increased the amount of luxuries you get from loot anomalies (especially higher tier ones) so it is now a viable alternative to buying the resources on the market to upgrade a few of your systems or boost a certain pop when you don't have the right deposits in your region, it also makes exploration more rewarding, new values are as follow : tier 1 yield 25 per loot anomaly, tier 2 55 and tier 3 85 (higher level anomalies require higher tech levels so pirates or adventurers are less likely to have stumbled upon them, so the stocks are bigger as a result).
- Likewise, increased the amount you get from Lode anomalies (after discovering a new depot) : T1 5->10, T2 5->30, T3 5->50. This only concerns Luxury deposits.
- Now that all tier 1 luxuries spawn (on every galaxy size), the "preferred" luxury for any population used for boosting is now fixed based on their political alignment and a few other factors, no more pacifist asking for militarist luxury, you know in advance what they'll want to get boosted (see page 4 of the gdoc if you want the details).
- Fixed the luxuries asked by minors for special actions : Transvine for Selective Migration, Superspuds for Development grants, Dark Glitter for Training foreign corps and Dustciduous trees for Essence tribute (Ship bound only).

Most up-to-date table of new luxuries effects, luxury recipe costs, growth options and deposit repartition can be found here (Hint : the document has several sheets) : https://docs.google.com/spreadsheets/d/1fgVuXFCwagDmO_6IWIiZwHtznkARSUj5xZ8OOei9AeE/edit?usp=sharing.

G2G Discussion thread : https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/28689-luxury-rebalance-mod-feedback-discussion-thread

/!\ Disclaimer : This mod is tagged as an extension despite modifying some files. Here's the list of the files touched by this mod :

Gui/GuiElements[Recipes].xml
Localization/English/ES2_Localization_Locales.xml
Settings/WorldSettingDefinitions.xml
Simulation/CuriosityDroplists.xml
Simulation/EntityActions[Minor].xml
Simulation/RecipeIngredientDefinitions.xml
Simulation/SimulationDescriptors[ColonizedStarSystem].xml
Simulation/SimulationDescriptors[Recipes].xml
Simulation/SimulationDescriptors[ResourceDeposit].xml
Simulation/ResourceDepositDefinitions.xml
Simulation/PopulationDefinitions.xml
GalaxyGenerator/WeightTableDefinitions.xml
GalaxyGenerator/PlanetaryResourceDefinitions.xml

/!\ If you experience any trouble while running with other mods, make sure to not run any mod affecting those files at the same time, any other mod should run fine otherwise.

Might come in the future : tweaks to cost for population boosts and how population boost works

Compatible with : http://steamproxy.net/sharedfiles/filedetails/?id=1299679270 but BE SURE TO RUN THIS MOD AFTER POLITICS REWORK TO MAKE IT WORK.

97 Comments
ecchikitty 30 May @ 6:29am 
Really just wanted all luxury items to exist somewhere in universe, Other intended changes were acceptable. But sets luxury requirements to 0, causes unique builds to error on completion. Fun start, but quickly makes game unplayable.
badassunicorn 9 Apr @ 1:09pm 
After some testing: sadly this mod leads to stuck games somewhere ~turn 30-40 with the 'AI pending' loop... any chance of a review/a rework?
xzye3 5 Feb @ 11:03am 
This mod appears to be responsible for breaking save games and active games.
Leopard_Fitz 19 Apr, 2023 @ 8:45pm 
This is really great mod love the changes, however it makes the new hacking feature takes forever to hack.
💖 Officer Hotpants 💖 2 Jun, 2021 @ 9:17am 
@weregamer:
Let me know if you figure it out. I've been trying off and on to figure it out for a long time, now. Hopefully that file list at the end will help one of us solve this.
weregamer 16 Mar, 2021 @ 2:36pm 
Oh foo. I just want to change the resource distribution, not modify the whole game. Looks like I'll have to do that myself if I want it.

``Kuma [sorry the actual characters are beyond my ken], could you point out which files hold that part of the changes?
DefinitelyNotARobot 8 Sep, 2020 @ 1:57pm 
This mod is likely responsible for my problems with food production being set to 0. It is also discontinued. Do not use.
paulgsavill 26 Aug, 2020 @ 12:11am 
I also had hacking increased to infinite turns. I wouldn't recommend using this mod.
LadyLeviathan 1 Feb, 2020 @ 5:54am 
Heads up, as of current this mod makes any hacking attempt take an infinite amount of rounds. If you have that issue this is the cause. Author says it's discontinued. RIP in pepperoni Reworked Luxuries.
steelcitynights 11 Mar, 2019 @ 6:17pm 
Hi, I used the mod before I read this comment. I see it changed files, so do I have to reinstall ES2 to get them back? TIA 8^]