[OBSOLETE] Deficit Penalties - Reasonable Reductions [3.2]

⭐ — (0 endorsements) 📥 301 downloads 📅 10/3/2021
⚪ Last updated 2021

By 76561197967091005 · Balance, Economy

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 11/22/2021 📅 Created: 10/3/2021

🔍 Analysis

  • 🏆 #10 of 10 Balance, Economy mods in this game by downloads

📋 About This Mod

Version 3.2.* In vanilla Stellaris, penalties don't scale with the size of resource deficits. Missing 1 food or 1000 has the same effect, making tiny oversights punishing and sweeping structural problems broadly ignorable. This mod makes them scale with the size of the deficit. For example: If you have an income of 100 food, but consume 150, you'll get a 33% reduction in population growth rate. If you have an income of 500 minerals, but consume 550, you'll get a 10% reduction in alloy and consumer goods production. The effect of the shortage can be seen in your "Empire Modifiers" list. This should make it much harder to have sudden economic collapses triggered by a single, small shortfall, and hopefully help the AI recover from shortages better. Details: At a 100% deficit (unreachable unless you have no income!), the penalties are: Energy: -100% mineral production, ship damage & shield strength, army damage, -100 spy network levels. Minerals: -100% alloy & consumer goods production, lithoid growth, -50% lithoid happiness. Food: -100% bio pop growth & assembly rate, -50% bio pop happiness. Alloys: -100% ship armour & fire rate, robot assembly rate. Consumer Goods: -100% research & unity production, -50% happiness. Exotic Gases, Rare Crystals, Volatile Motes: -25% output from pops. These are based on the vanilla deficit penalties, to keep things simple. FAQ: Can I still do the 'buy 1 unit from the market just before the end of the month' trick to avoid the effects of a deficit? Yes, though given the penalty is no longer as harsh for small deficits, it's probably not worth your time. Does this account for catalytic production empires? Yes! You'll see a slightly weird modifier that seems to add a flat amount of alloys as well as one that removes a %age amount, because of the way Paradox have implemented deficit penalties for the job, but it works. My other mods: If you like this, you might also like: Claims Decay - Dynamic Diplomacy: Friendly empires will renounce their

Version 3. 2.* In vanilla Stellaris, penalties don't scale with the size of resource deficits. Missing 1 food or 1000 has the same effect, making tiny oversights punishing and sweeping structural problems broadly ignorable. This mod makes them scale with the size of the deficit. For example: If you have an income of 100 food, but consume 150, you'll get a 33% reduction in population growth rate. If you have an income of 500 minerals, but consume 550, you'll get a 10% reduction in alloy and consumer goods production. The effect of the shortage can be seen in your "Empire Modifiers" list. This should make it much harder to have sudden economic collapses triggered by a single, small shortfall, and hopefully help the AI recover from shortages better. Details: At a 100% deficit (unreachable unless you have no income!), the penalties are: Energy: -100% mineral production, ship damage & shield strength, army damage, -100 spy network levels. Minerals: -100% alloy & consumer goods production, lithoid growth, -50% lithoid happiness. Food: -100% bio pop growth & assembly rate, -50% bio pop happiness. Alloys: -100% ship armour & fire rate, robot assembly rate. Consumer Goods: -100% research & unity production, -50% happiness. Exotic Gases, Rare Crystals, Volatile Motes: -25% output from pops. These are based on the vanilla deficit penalties, to keep things simple. FAQ: Can I still do the 'buy 1 unit from the market just before the end of the month' trick to avoid the effects of a deficit? Yes, though given the penalty is no longer as harsh for small deficits, it's probably not worth your time. Does this account for catalytic production empires? Yes! You'll see a slightly weird modifier that seems to add a flat amount of alloys as well as one that removes a %age amount, because of the way Paradox have implemented deficit penalties for the job, but it works. My other mods: If you like this, you might also like: Claims Decay - Dynamic Diplomacy: Friendly empires will renounce their

📊 Mod Details

Game
Stellaris Mods
Author
76561197967091005
Version
N/A
Downloads
301
Endorsements
0
Category
Balance, Economy
Created
10/3/2021
Updated
11/22/2021

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