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steam_description.txt
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steam_description.txt
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This is the conversion of gobbibomb by [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2274421915]phi dev[/url]
If found bug write in comments.
[b]PHIGO 1.9.1[/b]
[b]Compatible 3.9[/b]
Wiki page --> In development, can use old version [url=https://stellaris.paradoxwikis.com/Phi_mp_balancing] [b]HERE[/b] [/url]
This mod was inspired and copy by phy crated by [url=https://steamcommunity.com/id/mariominaccia]mariominaccia[/url]
This mod is [b]actually in under further development[/b] by [url=https://steamcommunity.com/profiles/76561198021478310]gobbibomb[/url].
Graphic mod with unique feature for phigo [url=https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3024277504]Graphigo[/url]
[hr][/hr]
[h1][b]Overview[/b][/h1]
This mod is intended to offer a multiplayer audience a [b]fair[/b] and [b]interesting[/b] game-set. It takes many things already present in the vanilla game and it reworks them in order to make them more interesting or more balanced.
PHIGO also adds a lot of stuff that is still bigly missing in vanilla: [i]breaking truces[/i], [i]navy attrition[/i], [i]victory conditions[/i] and more !
[h1][b]How to install[/b][/h1]
PHIGO is a standalone mod.
[h1][b]The Biggest Changes to Vanilla[/b][/h1]
[h2]Planets management[/h2]
While playing with PHIGO, you'll have much [b]less planets[/b] to manage and colonize, and you'll put much more emphasys on [b]systems' resources[/b] (especially for science). This is done by:
[list]
[*]increasing the [b]admin capacity cost[/b] of every planet you own (they now cost 25 empire size points)
[*]increasing the penalties you face going over your admin cap (you get [b]+5% research and tradition cost[/b] and [b]2.5 crime on every planet[/b] per point over the limit)
[*]changing the [b]bonus to research station[/b] production you get from tech, traditions and events (you now get +100% instead of +10%)
[*]Society research is hard produce, can produce with contacts and infiltrate tradition if you are homicidal
[*]Lab research are of 2 type, 1 for physics 1 for engineering
[/list]
These basic changes make the game [b]less focused on colonizing[/b] everything you see, letting you focus on the [b]strategic value[/b] of your systems and the [b]quality[/b] of your planets. A bonus side effect is also that the game will run much faster as less pops are created. The [b]increased research output of your station[/b] will more than compensate for anything you'll find yourself short.
[h2]Federations and Senate[/h2]
PHIGO reworks totally the federations available in-game:
[list]
[*]every federation type is linked to an [b]ethic[/b]
[*]having different ethics between members will have [b]bigger penalties[/b] on the xp accumulation
[*]federations [b]level up faster[/b] (1 level every 5 years, more or less)
[*][b]no vassals[/b] can be members of federation anymore, in order to solve an issue in which a fed member/vassal could never revolt against its master
[*]the [b]galactic senate[/b] will pass reforms faster, allowing for a more diplo-aggressive gameplay
[/list]
[h2]Vassals[/h2]
[list]
[*]Vassals and subsidiaries are no longer integrable.
[*]New decision on planet for release how vassal
[/list]
[h2]Ships and Stations[/h2]
[list]
[*][b]carriers[/b]: are now the only ship-class able to have hangars
[*][b]stations[/b]: more powerful as they have more hangar bays and perdition beams (at citadel level)
[*][b]ships limits[/b]: make for more varied fleets and strategy, as you can only build 1 cruiser per 25 naval capacity, 1 battleship / 50 naval capacity and 1 carrier and 1 titan per 100 naval cap!
[*][b]jump drives[/b]: limited only to the big bad boys (battleships or bigger...)
[/list]
[h2]War and General Rules[/h2]
[list]
[*][b]no more border gore[/b]: any system owned by an empire must be continuously connected (whormole or gateway is valid) to a fully colonized planed owned by that empire or have their outpost disbanded
[*][b]dangerous wormholes[/b]: passing through a wormhole now gives an uncapped [b]12.5% hull damage[/b] to ships, and they don't count towards adiacency for the above rule (with the notable exception of the [b]sealed system[/b])
[*][b]no more going to the jugular[/b]: a regular empire will be able to claim systems from opponents only when those systems are [b]adiacent[/b] to its borders or to another claimed system. total wars empires can declare war only on [b]neighbors[/b]
[*][b]naval attrition[/b]: fleets advancing in enemy territory take [b]12.5% hull damage[/b] upon entering enemy's systems (cumulative but capped at 50%)
[*][b]breaking truces[/b]: now you can [b]break truces[/b] (from the edicts screen) but you'll become a galactic pariah
[*][b]disarm your enemies[/b]: humiliations are stingy, causing a wopping for 15 years:
[list]
[*]diplomatic weight -33%
[*]build ships cost 35%
[*]country unity -33%
[*]country naval cap mult -33%
[/list]
[*][b]win with a different strategy[/b]: you can now win the game by using your overwhelming trade power to subjugate all the lesser empires into a new [b]Galactic Empire[/b]!
[*][b]War for open border[/b]
[*][b]Weapon laser and mass driver low level low damage bonus armor or shield[/b]
[*][b]Much War cost influence upkeep[/b]
[*][b]Empires Total war when they teritory are in neighbors start an auto war "nemesi"[/b]
[*][b]Can't war with country friendly but can "force war" in edict[/b]
[/list]
[h2]Policies, Traditions, etc[/h2]
[list]
[*][b]diplomatic stance[/b] completely reworked: now you have a step-by-step change process as you ready up or dismantle your industrial-military complex
[*][b]economic and drone policy[/b] completely reworked, with [b]policies linked to tradition[/b] starters your empire unlocked
[*][b]diplomacy tradition[/b] is now stronger than ever!
[*][b]politics tradition[/b] is now stronger than ever!
[/list]
[h2]Much fix[/h2]
Much fix paradox how criminal war not work when not leader war, Crash rebels and more bugs of paradox are fixed.
And many more things...