[Mod] [OUTDATED] VAdjust - strategic rebalancing mod

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Voker57
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[Mod] [OUTDATED] VAdjust - strategic rebalancing mod

Post by Voker57 »

This mod aims to improve various game features, giving players a more rounded-off experience less reliant on RNG, as much as possible with the limited modding API.

Strategems changes
Some strategems are blatantly better or worse than others. Worst offender is Ancient Archive, which is alone worth spending all your Fate Points on for a chance of out-of-depth tech which changes the gameplay. Mod disables it. Another glaring example is Supreme Leader Day, which for 4 FP gives miniscule amounts of PP compared to 50 PP 1 FP card. This card is also disabled.

Victory Pact is disabled because allied victory does not really make sense and makes games drag on or end in shared victory of two big empires.

Disabled events
Some events which give random techs which might be wildly valuable (Ominous Door and Mainframe AI) are disabled. Computing node reward gives 1000 BP instead of a tech.

Postures

Postures can be applied immediately without any penalty, cause players a lot of boring micromanagement, and are apparently sometimes confusingly worded or do not actually do what they say. This mod disables the postures

Logistics

Deep SE lore delvers already know there is a trick called "logistic injecting", meant to work around some common issues with logistic system. Issues being that higher level logistic assets take much longer to construct and are not available for smaller towns due to city level limit. Therefore, to speed things up, players have to build multiple cheaper level 1 assets and "inject" logistic points in a single hex. This requires a lot of research, micromanagement and planning ahead for the players.

This mod partially addresses this obscure mechanic by ensuring upgrading your assets is (5%) more efficient than building new ones, removing the AP bonus from high level assets to make optimal distance calculations a lot easier: 10/15 hexes for dirt/sealed roads, 25 for rails, and reducing the build times to uniform while keeping costs the same.

New costs for logistic assets:

Code: Select all

 Rail 1: 2000 LP for 1 x (500 metal, 500 ip, 4 mach, 2000 workers). Maintenance: 20 fuel, 1000 workers
 Rail 2: 8000 LP for 2 x (712 metal, 712 ip, 6 mach, 2800 workers). Maintenance: 76 fuel, 3800 workers
 Rail 3: 16000 LP for 2 x (900 metal, 900 ip, 7 mach, 3600 workers). Maintenance: 144 fuel, 7200 workers
 Rail 4: 27000 LP for 2 x (1169 metal, 1169 ip, 9 mach, 4600 workers). Maintenance: 230 fuel, 11400 workers
 Rail 5: 45000 LP for 3 x (1200 metal, 1200 ip, 9 mach, 4800 workers). Maintenance: 360 fuel, 18000 workers
 Rail 6: 80000 LP for 3 x (2187 metal, 2187 ip, 17 mach, 8700 workers). Maintenance: 600 fuel, 30000 workers
 Rail 7: 140000 LP for 3 x (3500 metal, 3500 ip, 28 mach, 14000 workers). Maintenance: 980 fuel, 49000 workers
 
 Truck 1: 800 LP for 1 x (100 metal, 100 ip, 1000 workers). Maintenance: 20 fuel, 1000 workers
 Truck 2: 3000 LP for 2 x (131 metal, 131 ip, 1300 workers). Maintenance: 72 fuel, 3500 workers
 Truck 3: 6000 LP for 2 x (169 metal, 169 ip, 1600 workers). Maintenance: 135 fuel, 6700 workers
 Truck 4: 10000 LP for 2 x (212 metal, 212 ip, 2100 workers). Maintenance: 213 fuel, 10600 workers
 Truck 5: 20000 LP for 3 x (333 metal, 333 ip, 3300 workers). Maintenance: 400 fuel, 20000 workers
 Truck 6: 30000 LP for 3 x (312 metal, 312 ip, 3100 workers). Maintenance: 563 fuel, 28100 workers
 Truck 7: 60000 LP for 3 x (875 metal, 875 ip, 8700 workers). Maintenance: 1050 fuel, 52500 workers
 
 HS Rail 1: 3000 LP for 1 x (500 metal, 500 ip, 40 mach, 4 hitech, 2000 workers). Maintenance: 100 energy, 1000 workers
 HS Rail 2: 9000 LP for 2 x (475 metal, 475 ip, 38 mach, 4 hitech, 1900 workers). Maintenance: 285 energy, 2800 workers
 HS Rail 3: 20000 LP for 2 x (825 metal, 825 ip, 66 mach, 7 hitech, 3300 workers). Maintenance: 600 energy, 6000 workers
 HS Rail 4: 30000 LP for 2 x (708 metal, 708 ip, 57 mach, 6 hitech, 2800 workers). Maintenance: 850 energy, 8500 workers
 HS Rail 5: 50000 LP for 3 x (889 metal, 889 ip, 71 mach, 7 hitech, 3500 workers). Maintenance: 1334 energy, 13300 workers
 HS Rail 6: 80000 LP for 3 x (1250 metal, 1250 ip, 100 mach, 10 hitech, 5000 workers). Maintenance: 2000 energy, 20000 workers
 HS Rail 7: 200000 LP for 3 x (4666 metal, 4666 ip, 373 mach, 37 hitech, 18600 workers). Maintenance: 4667 energy, 46600 workers
 

The mod was planned by me and commissioned from CATASTEROID who does a great job figuring out how to use the SE modding tools.

Download (normal version):
VAdjustv5for121v(2).zip
(96.73 KiB) Downloaded 142 times

Installation: unzip into shadowscenarios/ folder inside your SE installation and before a new game tick VAdjust or VLogisticsAdjust from "Modlib picker" menu. For multiplayer games, only the host needs to enable the mod when starting a new game.

Image
Attachments
rails.jpg
rails.jpg (119.52 KiB) Viewed 3563 times
Last edited by Voker57 on Sun Jan 19, 2025 11:41 pm, edited 7 times in total.
zgrssd
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RE: [Mod] Logistic asset rebalance

Post by zgrssd »

Unfortunately logistic assets are limited in level by city level, which might still force you to inject logistics in small towns. Apparently this cannot be currently overridden by mods and I can't think of another way to solve this problem.
Yeah, tricky issue.

Buildings with the same "family ID" are organized in Levels, which are checked against the City level. And are one per hex. They also share a dscription with the 1st one of their type. That seems to be hardcoded.

Some Ideas I could think off on the spot, hope one idea is something you never considered:
Negative Level
Levels are there for orders, but might not need to be positive numbers.
What about -2, -1, 0, 1, 2? This might allow you to build the first 3 levels in a Tier 1 City.
Or crash the game as -1 is generally used to indicate errors, one of the two [:D]

Help from outside the familiy
Have another asset. Like "Truck station expansion".
Asuming the "If construct" allows it, it can only be build in T1 cities hexes that already have a T1 Truck station. Same cost, consumption and production as the difference between T1 and T2.

Have another event that regulary checks if it now could build a T2 truck station. Have the code replace the T1 and expansion with a T2.
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Voker57
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RE: [Mod] Logistic asset rebalance

Post by Voker57 »

Mod updated, new adjustments added.
zgrssd
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RE: [Mod] Logistic asset rebalance

Post by zgrssd »

ORIGINAL: Voker57

Mod updated, new adjustments added.
I think you should not put those Stratagem/Posture/Aircraft changes in a Logistics Balance mod.

People might be interested in the Logistics changes, but utterly hate the rest. Meaning there have to pay the price of unwanted changes, if they want the more important part. And thus might never get it.

It is bad enough when mods have unintended side effects, but you should propably split those new changes into a seperate mod altogehter.
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Catasteroid
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RE: [Mod] Logistic asset rebalance

Post by Catasteroid »

ORIGINAL: zgrssd

I think you should not put those Stratagem/Posture/Aircraft changes in a Logistics Balance mod.

People might be interested in the Logistics changes, but utterly hate the rest. Meaning there have to pay the price of unwanted changes, if they want the more important part. And thus might never get it.

It is bad enough when mods have unintended side effects, but you should propably split those new changes into a seperate mod altogehter.
Noted, I'll separate the logistics from the first version out into a separate library package and upload it to my dropbox and let Voker57 add the link to their post.
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Voker57
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Re: [Mod] VAdjust (former Logistics Rebalance)

Post by Voker57 »

Updated for latest beta.
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Voker57
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Re: [Mod] VAdjust (former Logistics Rebalance)

Post by Voker57 »

Version 4: disabled random tech events.
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Voker57
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Re: [Mod] VAdjust - strategic rebalancing mod

Post by Voker57 »

Version 5: Updated to latest open beta, re-enabled thopters as they now require hi-tech.
nscrutable
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Re: [Mod] [OUTDATED] VAdjust - strategic rebalancing mod

Post by nscrutable »

I've updated VAdjust for 1.26.k2. I've also extensively commented and colored the csv so maybe it'd be easier for someone else to update or learn from in the future, that's available here.

https://docs.google.com/spreadsheets/d/ ... ingle=true


Changelog version 6:
- BUGFIX: Fixed Heavy Guided RPG and Ammo Printer being disabled instead of 10 MT ICBM and QMG. Developer's note -- tech IDs should be audited frequently.
- BUGFIX: Fixed off-by-one changing the workerPoint construction cost of truck station removed workerPoint requirement for supply base.
- FEATURE: All atomic technology has been banned, not just 10MT ICBM.
- TECH DEBT: Added inline comments for all changes.
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VAdjust-6.zip
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Voker57
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Re: [Mod] [OUTDATED] VAdjust - strategic rebalancing mod

Post by Voker57 »

nscrutable wrote: Sat Feb 15, 2025 12:23 am I've updated VAdjust for 1.26.k2. I've also extensively commented and colored the csv so maybe it'd be easier for someone else to update or learn from in the future, that's available here.

https://docs.google.com/spreadsheets/d/ ... ingle=true


Changelog version 6:
- BUGFIX: Fixed Heavy Guided RPG and Ammo Printer being disabled instead of 10 MT ICBM and QMG. Developer's note -- tech IDs should be audited frequently.
- BUGFIX: Fixed off-by-one changing the workerPoint construction cost of truck station removed workerPoint requirement for supply base.
- FEATURE: All atomic technology has been banned, not just 10MT ICBM.
- TECH DEBT: Added inline comments for all changes.
Thanks for updating, though I disagree with banning all the nuclear tech, ICBM just stands out and micronukes could probably use a nerf. Unit balance is not a subject of this mod, anyway, and should probably be handled by a different one.

Anyway, you can use/modify the mod as you wish.
solops
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Re: [Mod] [OUTDATED] VAdjust - strategic rebalancing mod

Post by solops »

Error post
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