Reworked Luxuries
This mod attempts to rebalance and polish all the aspects of the game centered around luxury resources, starting from altering galaxy generation so that all luxuries spawn in a given Galaxy, to rebalancing all the effects luxuries have on System Upgrades while also encouraging players to use varied resources in their upgrades.
Mod’s effects :
– Increased the number of available luxury types in a given Galaxy, depending on map size : starting from Large size and bigger, all Tier 1, 2 and 3 luxuries will spawn in the galaxy (full table of the changes on the workshop page, the modDB page, the G2G page or in the gdoc).
– Declustered Tier 1 luxuries. Instead of 1 batch with all luxuries of a certain type, there are now 1-3 different batches spawning randomly (depending on map size), this should lessen the heavy RNG associated with tier 1 luxuries spawns.
– Rebalanced all luxuries effects in empire plan upgrades, in particular added huge buffs to manpower and trading luxuries, added conditions on raw FIDSI luxuries and buffed all T2 (cf full chart).
– Added a bunch of new effects to luxuries
– Added cost disincentives to discourage players from stacking the same resources in all their upgrades (cf full chart).
– Increased the yield of average and abundant luxury depots (from 2 to 3 and 3 to 5 respectively, same as vanilla strategic depots) to encourage players to take into account the luxury depots when deciding which system to colonize or to fight for.
– Increased the amount of luxuries you get from loot anomalies (especially higher tier ones) so it is now a viable alternative to buying the resources on the market to upgrade a few of your systems or boost a certain pop when you don’t have the right deposits in your region, it also makes exploration more rewarding, new values are as follow : tier 1 yield 25 per loot anomaly, tier 2 55 and tier 3 85 (higher level anomalies require higher tech levels so pirates or adventurers are less likely to have stumbled upon them, so the stocks are bigger as a result).
– Likewise, increased the amount you get from Lode anomalies (after discovering a new depot) : T1 5->10, T2 5->30, T3 5->50. This only concerns Luxury deposits.
– Now that all tier 1 luxuries spawn (on every galaxy size), the "preferred" luxury for any population used for boosting is now fixed based on their political alignment and a few other factors, no more pacifist asking for militarist luxury, you know in advance what they’ll want to get boosted (see page 4 of the gdoc if you want the details).
– Fixed the luxuries asked by minors for special actions : Transvine for Selective Migration, Superspuds for Development grants, Dark Glitter for Training foreign corps and Dustciduous trees for Essence tribute (Ship bound only).
Most up-to-date table of new luxuries effects, luxury recipe costs, growth options and deposit repartition can be found here (Hint : the document has several sheets) : https://docs.google.com/spreadsheets/d/1fgVuXFCwagDmO_6IWIiZwHtznkARSUj5xZ8OOei9AeE/edit?usp=sharing.
G2G Discussion thread : https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/28689-luxury-rebalance-mod-feedback-discussion-thread
/! Disclaimer : This mod is tagged as an extension despite modifying some files. Here’s the list of the files touched by this mod :
Gui/GuiElements[Recipes].xml
Localization/English/ES2_Localization_Locales.xml
Settings/WorldSettingDefinitions.xml
Simulation/CuriosityDroplists.xml
Simulation/EntityActions[Minor].xml
Simulation/RecipeIngredientDefinitions.xml
Simulation/SimulationDescriptors[ColonizedStarSystem].xml
Simulation/SimulationDescriptors[Recipes].xml
Simulation/SimulationDescriptors[ResourceDeposit].xml
Simulation/ResourceDepositDefinitions.xml
Simulation/PopulationDefinitions.xml
GalaxyGenerator/WeightTableDefinitions.xml
GalaxyGenerator/PlanetaryResourceDefinitions.xml
/! If you experience any trouble while running with other mods, make sure to not run any mod affecting those files at the same time, any other mod should run fine otherwise.
Might come in the future : tweaks to cost for population boosts and how population boost works
Compatible with : http://steamcommunity.com/sharedfiles/filedetails/?id=1299679270 but BE SURE TO RUN THIS MOD AFTER POLITICS REWORK TO MAKE IT WORK.
