openly-retro / stellaris-machine-robot-expansion

Reviving XVCV's "Machine & Robot Expansion" mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3163759042
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Merchant Machine civic gameplay balancing #73

Open openly-retro opened 6 months ago

openly-retro commented 6 months ago

Trade deposits can add up pretty quickly, it seems they add a bit too fast and can result in the player having an OP level of income.

Some more testing is needed .. try the civic at normal speed w/out getting it early due to using console commands, see how it feels.

openly-retro commented 6 months ago

I fixed a bug where double the amount of trade deposits were being added

openly-retro commented 6 months ago

Future notes:

use trade_value_add = 1 potentially

there also seems to be a calculation called trade_income where it is given a value and can be evaluated

in the trade_conversions folder there is a property called economic_category = trade_routes -- I wonder if this can somehow be used to show value from the merchant machine routes, rather than try to decipher how much energy is being added based on "total energy income", because the civic compounds the "base empire energy" category

openly-retro commented 6 months ago

I made a deposit like so

xvcv_mdlc_d_civic_trade_deposit_energy = { is_for_colonizable = yes

planet_modifier = { trade_value_add = 5 }

drop_weight = { weight = 0 } }

but I havent found the way yet to get trade value shown as "trade income" on the empire overview

I'm doing this as an experiment to show income from merchant machine trade routes