Balance mod

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Author: Sobany

Last revision: 11 Jan at 16:41 UTC

File size: 791.33 KB

On Steam Workshop

Description:

My personal balance mod. It mainly changes energy production at hubs and stations. (Includes the Power Revolution mod https://steamcommunity.com/sharedfiles/filedetails/?id=3621218753 ) Added consumption of fissiless to main hub and station buildings, given that they produce energy.

Then the Mission to Mars is later, there is no danger that AI will explore it too soon, and it has a higher price. The mission to the asteroids logically comes after the Mission to Mars.

Automatic hubs and stations come earlier so that they have any effect in the game; in vanilla, they come too late to be of any value. But they have reduced mining efficiency, so they cost you less, but they also give you less to make the upgrade worthwhile.

Then there are changes to nanofactories; they produce money regardless of construction and better support construction.

Balancing missions among councilors; all basic missions should be available. (For example, a diplomat has all missions related to controlling the country, protecting interests, and propaganda. An operative has all missions related to espionage, investigation, and command.)

Changes to automated bases: they are cheaper, they are T1 hubs, you get them relatively early, they build faster than classic T1s, they cost less MC, and they are unmanned. You can then upgrade them to T2, but without the benefits of the upgrade. (HUBs only).

Changes to supply buildings: The automated supply depot is T2, and a BIG CHANGE: the T3 RING Station can replenish supplies, but requires research into the Supply Depot and Automatic Supply Depot.

ADD Two new buildings for hubs and stations, Market Place (T2) and Comercial komplex (T3), Provides basic resources for money.

Shipyards produce small amounts of boost.

The mod is in the testing phase.
Opinions on the changes and bug reports are welcome.