Stellaris

Stellaris

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Improved Production Tech - Rebalanced (OBSOLETE)
   
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21 Oct, 2022 @ 8:02am
3 Oct, 2023 @ 2:47am
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Improved Production Tech - Rebalanced (OBSOLETE)

Description
In 4.0, Paradox has fixed this tech
Basically, the tech is working as intended, it multiplies the production and upkeep after all the other bonuses are added, like the throughput techs in Victoria 2.

Ever looked at the Improved Production technology and think it's terrible?

Clearly Not Ironman compatible, I mean, if you found this mod it means you have searched for it, or it's on the front page I hope, then great! For me at least.

Why the tech in its current state is not balanced.
I mean, +10% resource from jobs for +10% upkeep seems like a great deal! However , it does not exactly work that way. This is due to the fact that you have other bonuses to production from buildings, governors and other techs. Meaning if you already have a +150% bonus to output which is relatively easy to obtain, that +10% is going to make it +160%, so you're only getting +6.66% instead of +10% more, however, the upkeep is +10% ! This isn't even counting the fact that if you have ascension tiers and have a -70% upkeep, it would mean that the +10% upkeep would result in you having to pay +33.3% more upkeep!
Meaning the more you progress through the game, the worse this tech gets.

This is truly a Paradox Infinite Wisdom moment.

This mod rebalances that.

Changes made!
- Every tier of the Improved Production Tech has their +10% Job Upkeep increase removed.
- Every tier of the Improved Production Tech has their +10% Bonus to Jobs reduced to +5%.

Compatibility
Should be compatible with any mod that doesn't touch the following files.
- "00_capital_buildings.txt" found in "common\buildings"
- "nemesis_espionage_l_english.yml" found in "localisation\english"

Stellaris Evolved Compatibility Patch Here!

This specific localisation has been overwritten as Paradox in their Infinite Wisdom placed the description of the tech inside that file, also creating a folder called "replaced" doesn't seem to work. Hence, I have to overwrite the entire file.

This is my second mod! So I am not sure if this is a great solution, please let me know in the comments if you have any feedback.

I might make another mod in the future that fixes this tech to fulfil the original purpose which is the throughput techs in Victoria II, or you can just imagine it as producing things faster, meaning pops produce but also proportionately have higher upkeep, keeping the resource efficiency the same while increasing pop efficiency.
26 Comments
Comrade Phoenix 11 May @ 5:07am 
Thanks for all your work on the mod over the years.
Kenhel  [author] 10 May @ 6:33am 
not needed actually since the new update actually fixes this issue to be exactly like the throughput techs in victoria 2
LauraTons 8 May @ 2:27am 
needs rework for 4.0 because this mod hasnt been updated for new pop/job numbers. (capital building basically broken)
Destwin 3 Jul, 2024 @ 5:57am 
Are we getting an update?
Km'te 29 Jan, 2024 @ 3:29am 
I think creating a new .txt file with just the base scripting for the buildings copy pasted with changed modifiers should overwrite the building without affecting compatibility
Kenhel  [author] 22 Jan, 2024 @ 12:27am 
Sure, just remind me tmr by commenting on my profile
lazybones535 21 Jan, 2024 @ 7:17pm 
would you be able to make a mod that just removes the tech?
Kenhel  [author] 21 Apr, 2023 @ 9:40pm 
Alright, I'll go download the mod and check it, thanks!
bluegreen1024 21 Apr, 2023 @ 10:03am 
The mod I'm thinking of is Carrying Capacity. It adds a planetary deposit that claims to multiplicatively modify pop growth, and it seems to be working alongside other mods. Some of the screen shots and description on the mod page are out of date, and I have an ingame screen shot but I don't know how to post screenshots here.
Kenhel  [author] 20 Apr, 2023 @ 10:43pm 
I am not sure about the multiplicative modifiers as Stellaris modding is very poorly documented compared to say HOI4, so unless you could provide the mods you mentioned, I will be able to reverse engineer it because as of right now I cannot think of any multiplicative modifiers that gives a multiplicative effect compared to a simple percentage increase in the base game, thus nothing to use as reference for reverse engineering.

However, I do believe it is possible with some work around like adding to the base production and cost, but that will involve changing the production of EVERY SINGLE individual job, it will also not be compatible with any mods unless I make a patch for it, it'll also be a nightmare to make and update for a single dev like me, so unfortunately no, I am not able to do it.