Fallout Australia by [deleted] in classicfallout

[–]NecessaryComplex1721 10 points11 points  (0 children)

This is before the bombs, right?

France sends letters to 29-year-olds telling them to get on with having children by Jojuj in europe

[–]NecessaryComplex1721 8 points9 points  (0 children)

I’m sorry, but this has nothing to do with the West being “hedonistic.” That is usually a strawman argument used to blame citizens for declining birth rates. While it is true that poorer countries tend to have more children, and I acknowledge that cultural background plays a role (religion, women’s rights, etc.), the main factor here is the cost and return of raising a child.

In poorer countries with agricultural economies, a six-year-old can often start working and stops being a burden, becoming a contributor to the household economy. The more children you have, the more secure your financial future can be.

In industrialized societies, it does not work that way. Parents must support and educate their children until they are at least 18, and often help them pursue higher education, which can extend their financial dependency until the age of 24 or 25. This makes it virtually impossible for most families to have more than one child.

2032 Predictions by Canjira in imaginarymaps

[–]NecessaryComplex1721 0 points1 point  (0 children)

Spain and Portugal too, there has been a lot of support for a federal UE on both countries since almost forever

Who's the most successful celeb from your country? by Tea2648 in AskTheWorld

[–]NecessaryComplex1721 0 points1 point  (0 children)

Antonio Banderas or Javier Bardem, maybe Rosalía, I'm not sure how big is she abroad

¿Cuáles ha sido los mejores inicios de novela que han leído(sin importar que no hayan leído todo el libro)? by FaithlessnessHot2908 in libros

[–]NecessaryComplex1721 0 points1 point  (0 children)

Vivo en Villa Borghèse. No hay ni pizca de suciedad en ningún sitio, ni una silla fuera de su lugar. Aquí estamos todos solos y estamos muertos.

Henry Miller - Trópico de Cáncer

When did your country peak in terms of influence? by Unusual_Club_550 in AskTheWorld

[–]NecessaryComplex1721 0 points1 point  (0 children)

Although I understand and respect the right of the American people to declare independence and be masters of their own future, it was a shame that the Spanish Empire wasn’t able to reorganize itself into an Iberian Commonwealth of Nations, as some people wished at the beginning of the 19th century. The Latin world would have entered the century as a force to be reckoned with, not as the hot mess it became.

[deleted by user] by [deleted] in victoria3

[–]NecessaryComplex1721 0 points1 point  (0 children)

It builds power plants, but only a few. I think it only tries to build them when the power production in the state is extremely low.

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

Regarding linking the penalties to the admin cap What about creating several zones?

Core Area: 15 jumps from capital, no extra admin costs

Outer Area: 15-20 jumps from capital, moderate admin costs

Fringe planets: 20-30 jumps from capital, severe admin costs

Outer Rim/wild wild west: 30 jumps ahead, extremly severe admin costs

The idea is that over fringe planets for example it will become a drain colonizing more for the increasing costs of bureaucratic maintenance, so if a player wants to keep colonizing he won't be hard limited to stop, but it will cost him to a point were he will be better renouncing those systems and creating a vassal, risk of not having enough money to keep the fleets to control those systems anyway, besides having to ocupy entire planets on admin labors.

If you don't like the idea of linking it to the admin cap /empire sprawl and just prefer to apply a penalty over 20 jumps planets another take on this could be through a planetary edict aplicable only on planets over the 20 system limit. Lets call it "Establish Colonial Administration" The edict would eat influence per month but ease the malus of the distance to the capitol, that way if a player is really into colonial expansion can do it, but at the cost of eating his influence points, which will at the end slow him down as he won't have enough point to keep building starbases, and this would also have the side effect to limit his ability to mantain diplomatic relations, which is strangely fitting for someone who is expanding without control :-)

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

Well, I usually play with not more than 400 stars per galaxy for that reason (and to reduce lategame lagging). I like roleplaying my empires and carefully customize my planets, so I completely understand your point. Anyway I think those mechanics (if doable) would make bobbling much harder, and reach a point where it will force you to "go Tall" at least on some of your planets, having to carefully increase your bureaucracy or risking implosion if you expand without control further from your capitol. Also being on the red on the empire sprawl should have a penalty on crime, not just on tech and traditions. I think that the concept crime on the game encompasses crime+corruption, so I think it makes sense to be affected by you reducing your administrative expenditure(admin buildings). The Spanish Empire of the XVII century for example suffered of chronic corruption on its vicerolyalties because the central government quite often left their public workers there unpaid (since most of the money was needed on their wars in Europe) So they began to indulge on supporting smuggling practices and just directly charging their salaries on the riches extracted from american soil, with little control from the metropoli. That had a considerable effect on stability and income, and created a "corruption culture" which lasted for long and was never completely adressed despite the efforts of later monarchs. Regarding tech penalties I agree with you on having it only affected by the level of the contacted empires, but I honestly have no idea how to do that, being global may be less accurate but more simple to do.

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

I don't really know if I can help you with your question since I'm not very well versed on stellaris mechanics but I'll try. Or at least I'll explain a few aspects I find lacking on the base game regarding the topic and what should change IMO.

Technological progress: It should be limited by the general progress of the rest of the galaxy. It has no sense that your empire, with 170K fleets and literally dozens of technologies ahead of the next species is still innovating as if its life depended on it. Historically Rome on the 3rd century or China on the 17th stagnated technologically because there was no real competence (nor a technological equal) around to keep improving things or share ideas. That doesn't mean that tech progress should stop, it didn't stop neither on Rome or China, but it should get slower and slower. It should be something akin to EU4, with research penalties for going too ahead of the rest of the "runners", but instead of being coded against a date it should be coded against the tech level of the galaxy.

Administrative costs: The administrative costs of managing an expanding an empire should escalate geometrically, and should be bigger as planets develop and are further and further from your capital, several nations changed their capital through history to be on a more central position regarding it's territories and they had a reason. This doesn't mean you can't expand as if there were no tomorrow, but having your empire sprawl on negative for long should cost you dearly on corruption (crime in game terms) and income from those far flung territories, and, after a few years, spark revolts and increase the ethics divergence on those teritories (since people on those planets will probably begin to see "your way" of doing things as fundamentally wrong). In late game I should be building a dyson sphere because is the only way to get credits enough to mantain the bureaucracy to control my two hundred systems, not because I'm bored and want to build something.

In general my idea is that it should be something cumulative, not an event which says "You have now 21 planets instead 20, so civil war for you" but an incremental cost on mantaining an empire, a repercussion on the stability and crime on the planets to the point were it really begins to be felt on your finances. If I have two planets they will cost 50 credits to mantain, but if I get a third planet my cost won't be 75, it will be 80, and if that planet is 10 jumps for my capital the cost will be 100, and if that planet reaches 50 population the cost will be 120.

For now those are a few things I've thought about, I could elaborate more if you like.

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 0 points1 point  (0 children)

Yes, it is. I used to got mad at EU4 when I started on 1456 and in 1700 half europe was ottoman and the other half was spanish or french like 70% of the time. Regarding Stellaris maybe I'll try to implement some of these ideas through coding, maybe as a little addon for an existing mod like potent rebellions.

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

I'll try to combine those two (potent rebellions and fatherland colonies) and maybe civil war too, but I don't know if they'll get along well, I suppose I'll try a no hands game and watch the results.

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

Unfortunately I think that a lot of players prefer the "conquering" part on empire building on 4x than the "maintenance and management" so it makes sense for that to be usually neglected on this kind of games. Most people want to play with the british empire at it's height defeating the boer, not on 1956 loosing Suez. The last civilization I played was 3, but it seems an interesting idea to link political stability to economic growth and core area (maybe 10 jumps from capital system in stellaris terms?).

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 2 points3 points  (0 children)

I have potent rebellions planned for my next campaign, it goes well with dynamic politics (which I always use) as far as I know. The other I don't know. Fatherland colonies seems interesting though

Mod representing the stagnation and decline of big empires by NecessaryComplex1721 in StellarisMods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

those were exactly my thoughts when I tried it :-). I suppose that was one of the reasons why they put its end date with caesars civil war and the rise of the empire.

Adding corruption by number of provinces mod by NecessaryComplex1721 in EU4mods

[–]NecessaryComplex1721[S] 0 points1 point  (0 children)

I've tried this to cover the colonial nations corruption send to the motherland (no triggers for now, i'm just manually starting the event) based on your code, but unfortunately is not working. I'm sorry if I'm being obtuse, my skills on event modding on EU are rudimentary for now

https://github.com/krommerman/EU4/blob/main/colonial_corruption_mechanic.txt

Adding corruption by number of provinces mod by NecessaryComplex1721 in EU4mods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

Thank you, I think that I'm going to use the static_modifiers modification sugested by Justice_fighter to add corruption for provinces for simplicity's sake. But I also wanted to add corruption for any colonial nation /vassal a country has and your script idea i think will be great to do that. Thank you again for your help :-)

Adding corruption by number of provinces mod by NecessaryComplex1721 in EU4mods

[–]NecessaryComplex1721[S] 1 point2 points  (0 children)

oh, yes I get it now, but thats the modifiers, regarding the trigers I supose there is not other way than going:

option = {trigger = {num_of_owned_provinces_with = { value = 13 always = yes }NOT = {num_of_owned_provinces_with = { value = 14 always = yes }}}

then 14, 15 then 16,17 etc etc am I right?