Stellaris

Stellaris

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AlphaMod: Sparsity (2.8)
   
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13 May, 2020 @ 7:44am
1 Nov, 2020 @ 9:46am
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AlphaMod: Sparsity (2.8)

In 2 collections by AlphaAsh
How I Played AlphaMod 2.7
33 items
How I Played AlphaMod 2.8
16 items
Description
Warning! Space is mostly empty in AlphaMod

This supplement is a "mutator" for AlphaMod. Most empires that get over the initial economic hump quickly start to swim in surplus and snowball, an issue magnified by AlphaMod's additions to and re-scaling of resources and real-estate. Sparsity changes a few things to make life a lot more difficult.

NEW STUFF
The supplement also includes some additional policies for managing marketing of your production, and includes some super-stations for increased exploitation of orbital deposits and star systems. These 'small' mega-structures aren't stuck behind tech or ascension perks, but still require a sizeable investment. They also consume some of AlphaMod's new resources, so use them carefully.

THE CHANGES
  • __________________________________________________________
  • > CHANGES TO ORBITAL DEPOSITS
  • Orbital mining deposits are rarer and usually smaller.
  • On game-start, every orbital mining deposit has a 50% chance of being removed.
  • Some systems will have no orbital deposits. Not even science deposits.
  • __________________________________________________________
  • > CHANGES TO HABITABLE PLANETS
  • Habitable planets are much rarer. The base chance, before galaxy settings are applied, is reduced by approximately 75%.
  • Habitable planetoids are smaller.
  • The starting number of unlocked building slots has been increased.
  • __________________________________________________________
  • > CHANGES TO BUILDINGS AND DISTRICTS
  • Several of AlphaMod's resource extractors and utilisers have been nerfed, providing less jobs and/or flat resource production.
  • Some districts and vanilla buildings provide less jobs.
  • More buildings and districts now directly improve or reduce planet habitability.
  • __________________________________________________________
  • > CHANGES TO JOBS
  • Farmers, Miners and Technicians produce less.
  • Most of the jobs added by AlphaMod also produce less.
  • __________________________________________________________
  • > CHANGES TO DURATIONS
  • Planet surveys now take 30 days each.
  • Time to complete initial colony development has been considerably increased. Do not expect new colonies to be productive for a while.
  • __________________________________________________________
  • > CHANGES TO MARKETS
  • Base Market Trade Fee is now 75%.

FAQ
> WON'T THIS BREAK THE AI?
Based on my testing, it doesn't make the AI any less economically capable, other than it puts more demands on the AI to build, which it does reliably. AI economies are scaled same as yours, and they do adapt.

> I HATE IT
Then de-activate the supplement and carry on. You shall not be judged.

COMPATIBILITY
You need AlphaMod 2.8. It's compatibility notes still apply.

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