Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I wasn't very happy with the science cost of the +# of megas policy either, because science is a very valuable resource, but couldn’t really think of something else back then.
I will definitely change the cost in some way, I like the basic resource reduction idea.
The new policies work pretty well.
I only have one complaint: The +# of megastructure build jobs takes away from research.
This doesn't make sense, because a scientist is NEVER going to be an engineer, no matter where you try to place them.
I think it would make more sense to use a percentage of your energy income.
This would represent ongoing government programs to pay for collage/university engineering programs and fast track placement of graduating engineers. (maybe 1% for +1, 3% for +2 and 5% for +3)
I think what I have found should do the trick.
Once again I made most of these changes a while ago, when the 3.3 beta came out, but I had uni things to do, meaning I once again didn't have much time to play-test anything.
But now I should have more time and I hope can make some balance changes soon.
suggestion: could you make options to use large chunks of resources to instantly add progress to the building of a megastructure?
Actually I made these changes a while back but never upload them, because I wanted to put some effort into the patch notes and stuff, but I never felt like doing it.
Ironically this caused me to not use my own mod, because now the workshop version and my own where different and I couldn’t use the mod in multiplayer with my friends.
Then Lem broke Gigastructures for multiplayer and I had even less reason to update.
But since that is fixed now, I decided to finally update the mod.
I would say enjoy, but I pretty much only nerfed things.
If you think I went to far, or not far enough, comment your opinion and I will see what I can do
Thanks and I thought about the void dweller idea.
I don’t think I will do that.
Habitats are not capped by default and the build time is already relatively low.
Also the void dweller Origin is already pretty powerful, at least according to Stefan.
in my current game ive been just below the admin cap for most of it (and sometimes going over but building/tweaking bureaucrats jobs to fix) but have about 25% more fleet cap then am using, so this will be really cool to speed up my 1-megastructure-at-a-time plan to colonise all gas giants :)