No rush, take it easy. Take care of your health and prevent burnout.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am I am occupied at the moment and postponed for nearly half month. I will try to get back to it as fast as I can.
You can slowly work on it, just copy the most appropriate diplo xml for now and edit it later like I did. You can also generate sentences with AI now. Can't really help you there, I only have experience generating images with AI.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am (Only 3 is playable without diplomacy description) (I hate writing description D: )
Maybe, only way to find out is to play a full game. If the nerf is too strong, replace with reduced production from workers. Normally, I don't use sniper and artillery weapons since it costs too much in either production or credits but -100% refit cost might be viable but the +50% unit upkeep might negate that bonus though. Anyway, I still think it is doable. Atleast, it is not tax malus.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am Rework idea: Now they are more competitive to be able to swap their equipment according to their needs. But -25% minerals might nerf too hard...
In base game, ATV seems weak in my opinion? Honestly, I barely played vanilla and only play blackarchon mod and now my mod. Both of our mods increased ATV power. Still, it is useful for nabbing ruins and scouting the world earlygame. With the tech already unlocked and increased production, you can pretty much atv rush and knock out nearby factions easily and you can easily snowball into a powerful position with both research and production boosted. I think Reworked Togra is extremely powerful like you intended.
I just tested sight add and movementMultiplier, it doesn't work in territory controlledByPlayer which is strange since it works without the territory controlledByPlayer condition.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am Rework ecologic
(RIP +5% research per forest, RIP +1 movement +1 sight+100% healing inside self territory)
You might be able to implement +1 movement and +1 sight in forests if you edit
Forest Feature xml like I did in ResearchBonus0/Observatory Feature xml for the Slavic Federation.
I'm not sure about the +100% healing inside self territory, it's not easy to test this.
Yeah, the diplomacy is really weak in this game.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am Rework Diplomatic
Rework idea: I really don't know how to buff diplomacy.
Try adding standingMultiplier add and standing add to every faction xml for Diplomatic faction. Currently in my mod only University-Cyborg and 40kOrders have such relation value of 0.4. But even then, it is not guaranteed that they get along. I seen the orders to go to war with each other and University-Cyborg to form and break alliance every now and then. If you double it or even more, maybe the AIs are less likely to attack you and allow you peacefully build up with the chance of achieving Allied Victory with your allies. Maybe increase 50% trades to 100% for good measure.
Not much to say other than the ideas are good. Along with the rework ecocomy faction, they have also a good chance of achieving economic victory with their tax bonus.
Yeah, maybe increase pollution and decrease morale even more if you want balance them. Alternatively, decrease food from farmers instead.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am Rework solar dynasty
Rework idea: Hive, but probably too broken.
Eh, not hyperspecializationed enough for infantry in my opinion. It's a mix of Spartans and Believers bonuses if you exclude +100% units cost, +25% research, and +1 movement infantry and tanks. The ATVs will probably become obsolete since the tanks now have the same movement as ATVs unless you value the extra sight ATVs have. I tend to use ATVs to quickly move between my cities for defense and if I see a nearby vulnerable hostile cities, I invade them. Tanks for conquering heavily defended cities. As for mechs, they are too slow for invasions in my opinion but their power is great for defending cities.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am My Space marines (Imperium)
Welcome, your trooper based factions)
Hm, this given me a vague idea for a esoteric faction where their infantry, navalcraft and aircraft have sight and while the civilians (colonizers and workers), ATVs, tanks, and mechs have no sight at all.
Which gacha though? I'm kinda interested in playing a new gacha.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am Mechanical Vatican (Fanatic mech necromancer factions from my favourite weeb gacha game)
With machine gods walk on the earth and Reanimate undead vehicles bonuses, the mech might be unkillable even without residing in cities with defensive buildings.
Interesting, I thought about adding a Dwarf faction too in the past. And with the same increased power worker units though not necessary for the dwarf faction. It was a terraforming faction that I sadly couldn't form a coherent lore idea.
Hm, maybe replace the trooper with a watercraft? To easily nab ocean ruins though if the game drop them in a landlocked location, then gg no re. You can't force certain factions to spawn in coasts like in Civ 5. Also when you acquire a tile with an ocean ruin in it, it disappears and you don't gain anything.
Or perhaps a Karkinos with Xenomorph Pheropod device instead? So the Rapture can be versatile and incentivised to hunt oceanic aliens. Plus some bonuses like no unit upkeep, increased movement in water to escape leviathans and power too for aquatic aliens. Unlike landbased native aliens that can respawn with alien hives, the oceanic aliens don't respawn unless during the eclipse.
With +100% tax, this is the most economic faction there is. I'm not sure about the mineral bonus and malus, I think it pretty much evens out.
Some really interesting ideas here! I'm not sure if selling price applies when you trade resources in market tab or to when disbanding units and buildings though. Need to test this in my spare time...
The -50% tax might be too punishing unless counterbalanced by Import parasite. Though I don't really know how the trade/research pacts works that well. You can't really build up a decent army unless it is primarily composed of Dragon Knights or city buildings, the upkeep will hinder them.
Really a tragedy. I have the same idea too when I first started modding. You can try your luck asking in Steam Pandora: First Contact forums if -1 pollution from fungus is possible. I know Xilmi is the forum mod there and might answer.Guinevere94 wrote: ↑Tue Nov 11, 2025 4:05 am Abyssal Demon - evil ecologic (Still in theory crafting)
Fungus civilizations: (RIP - 1 pollution from fungus)
Overall, once your mod releases I'm interested in trying the new Dwarf and Dragon castle factions against the other new factions. And then another game with only the unbalanced original factions.
Note to self: Experiment with adding bigger text submod...

, The Ripple and the Wave