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 did just think of a more direct way of sourcing it, will fix momentarily.
Looking at this, the formula seems quite severe, especially regarding empire size.
However one thing that marks me is what looks to be a lack of effectiveness of Research Speed and Research Rigidity Dividers research, with themselves increasing Research Rigidity.
For example, at the start of the game, researching a Generic +research speed technology card for a branch typically does nothing, and then also damages the other branches' research speed. Same, but a bit worse for Research Rigidity reduction.
I feel like this trend keeps up all throughout the game, although to a lesser extent.
Is this design supposed to highlight the importance of the Research Fluidification edicts?
I'm not sure what to think of them, I usually have a bit of trouble to run them due to stockpile desintegration, although I suppose it would not truly be a problem were I a bit wider and thus with more income and storage (and empire size) and whatnot.
For example, i my case, my Total Empire Size is 636, my Functional Empire Size is 324, and thus my Effective Empire Size is 0.74.
However, the Empire Size used by the Rigidity formula is 0.54, which is not my Effective Empire Size.
On another note, it looks as though Populations are not counted anymore for Total Empire Size, only planets are.
Its in the "Country Storage" game concept, I'll move it into a more prominent position for easier visibility.
-I fixed the "Traditions Available" popup by increasing cost during the manual lockout period.
-Mod wasnt updated to 540 days at the time I wrote the message, it is now.
-Statecraft and Aptitude are from Paragon which is not integrated yet, I have disabled them now but I do not recommend using Paragons since I have not yet done any review of its code and how it integrates.
-You now get a country modifier which counts down the amount of Days until you can pick a new Tradition.
Thanks for your Feedback.
It serves as a component to calculate accessbility, seemingly based on resource income or stockpile, but is seems there isn't any description of the mechanics or calculations of this component.
I start a new game.
Right at the start it tells me "New Tradition Available".
Open traditions screen, select new tradition tree, in this case I am selecting Minerals.
Game still says "New Traditions Available" in the popup. As you start with enough unity for multiple unlocks,
Open tradition tree once more. Everything in the currently selected tree is greyed out. So open tradition selecting window, everything but Statecraft and Aptitude are greyed out.
Can unlock either or both fine and spend unity in either tree to make unlocks. But original tree remains greyed out.
The other trees than these two only open up after time has elapsed and you can unlock one part of the tree only, in the time period. (540 days but the message still says 900)
Leaving you locked into using these tree to get rid of the message.
Negative Income at gamestart is somewhat common with OMEGA since starting systems are highly randomized and economic costs/upkeep quite high.
In such a case, the Orbital Extraction System offers you the ability to specialize your production towards whatever resource is most needed at the moment.
I added an additional usage note on the mod main description based on your feedback since I realize this is very much not obvious to a new player.
Also, if you start on an "Alpine World" you will likely have pretty strong mineral deposits to exploit.