openly-retro / stellaris-machine-robot-expansion

Reviving XVCV's "Machine & Robot Expansion" mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3163759042
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Increase leader/core trait points base to 9 #51

Open openly-retro opened 7 months ago

openly-retro commented 7 months ago

"You get significantly fewer total traits with the current leader assembly system"

See https://discord.com/channels/378985949373399040/676376359513227304/1182356546315894886

Maybe we will need to refactor / boost the number of trait points available for leader-building to make it competitive

openly-retro commented 6 months ago

I counted .. level 10 leader can have 2 level3 traits, 1 level2 trait, and 1 level1 trait But our builder only gives 6 pts :(

OR give 10 points, and subclass costs 1

openly-retro commented 6 months ago

Or, instead of assigning X amount of points, players get X amount of points for the level of leader that they want to build ..?

It tracks that we get X amount of points for modifying leaders, since we get X amount of points for species traits.

However awarding that many points lets players have stronger leaders earlier.

I suppose it will depend when on average do players get the civic to unlock the GUI. If early, restrict points.. if later, don't restrict them.

I don't want players having OP leaders too early, via assembly, but I also want the feature to be worth it.

openly-retro commented 6 months ago

Normally, level 10 can pick a maximum of 5 different traits, plus a subclass. That makes for 6 picks total. Right now the leader builder allows only 4 picks, so let's increase this to be on par.

A level 10 leader might have: 2x tier3, 1x tier 2, 1x tier 1. And 1 subclass

Looking at it from a points perspective:

2x T3 traits = 6 points 1x T2 trait = 2 points 1x T1 trait = 1 point 1 subclass = 1 point

That's 10 points required, if we do "trait level means number of points required", to be on par with the base game.

There is a tech that gives more points and more picks. What's fair here, 2 more picks and 3 more points?

openly-retro commented 1 month ago

From ArchmageMC:

I think perhaps if you can call how many traits the leader should have as the trait points, instead of having it be an arbitraty number like 4-6 would fix the issue Like the formula would be something like. (Level +1) + Tech and bonuses + Modification bonus = Total modification points, which a trait's tier reducing the total amount like it does now. The only issue would be whne your leaders get traits and bonuses that are from rewards, and not civics or traits. Although if its checking for specific traits, not including traits that are bonuses would also work, which would reduce the code needed and would also allow modded traits and such to not count against your leader modification points. And IDK the hook the game uses to dictate how many traits a leader gets via level up, because the game is knowledgeable to know when leaders should get bonus extra traits. Also the rewards problem is only realisitiaclly a prolbem for the Cognative node.