Fakenet Posted November 25, 2022 Posted November 25, 2022 (edited) 1 hour ago, Grey Knight said: Name at least one reasonable reason why "silly sex mod" fundamentally should not have a balance. ))) Do "silly sex mod" and "balance" have irresolvable contradictions for you? Why? And if you see only the sexual component in the game mod, then you better go watch porn. You don't need this game. Â Don't tell people how to play their modded game. Â Concerning some of your previous points: Â 1. A real prostitute does not produce anything, - Clerks don't produce anything either but they still produce energy credits, So does trade. Someone tried to put a balance to the sexjobs but they decreases amenities which I don't think fits. Maybe a small hit to growth rate. Is the existence of prostitutes related to that? 2. shifting money from pocket to pocket will not make the economy works - That is literally how the economy works. 3. Psionic slut armies. - Good idea but how would you balance them? 4. overabundance of unity - That is an issue you have to take up with the game devs since it also exists in unmodded games if you are spiritualist or put anything towards unity production. Â Overall I think you need to structure your points better and not have anyone willing to discuss them dig them out. And try to come up with numbers that neither make sexjobs better or inherently worse. If you look at sexology for example. It starts out much worse and only through research can even try to catch up to regular science. And it takes up a civic point. Edited November 25, 2022 by Fakenet 2
Loveschach Posted November 25, 2022 Posted November 25, 2022 On 11/20/2022 at 12:04 PM, Fakenet said: Have you tried to delete the LV folder and then add it again? Looks to me you added a second version which slightly different files. What sections are there in species editor? I feel rather silly for not trying that, but that worked perfectly. Thank you.
Grey Knight Posted November 26, 2022 Posted November 26, 2022 17 hours ago, Fakenet said: Don't tell people how to play their modded game.  Concerning some of your previous points:  1. A real prostitute does not produce anything, - Clerks don't produce anything either but they still produce energy credits, So does trade. Someone tried to put a balance to the sexjobs but they decreases amenities which I don't think fits. Maybe a small hit to growth rate. Is the existence of prostitutes related to that? 2. shifting money from pocket to pocket will not make the economy works - That is literally how the economy works. 3. Psionic slut armies. - Good idea but how would you balance them? 4. overabundance of unity - That is an issue you have to take up with the game devs since it also exists in unmodded games if you are spiritualist or put anything towards unity production.  Overall I think you need to structure your points better and not have anyone willing to discuss them dig them out. And try to come up with numbers that neither make sexjobs better or inherently worse. If you look at sexology for example. It starts out much worse and only through research can even try to catch up to regular science. And it takes up a civic point.  "Don't tell people how to play their modded game." --The problem is that many do not know how to understand the written text. I do not force anyone how to play with the mod. My initial question was - is the imbalance intended by the developer or is it a temporary flaw? To which another user said that there should be no balance in sexmod. To which I replied - name the fundamental contradiction between sex and balance. Then you write "Don't tell people how to play their modded game" This is some nonsense.   1) Clerks (for example) resell real goods if we are talking about trade. 2) "That is literally how the economy works." --No))) Look at the EU and understand what happens without cheap energy, despite the fact that all the prostitutes remained in their place. It's just that too many in the West have forgotten or don't understand what the real economy is. 3)  Easy. army_lv_slut = {    damage = 0.75    health = 1.25    morale = 1.50    morale_damage = 1.50    collateral_damage = 0.69    war_exhaustion = 0.69  The slut army differs from the usual one - enhanced morale and morale damage, slightly increased health and reduced damage. It is easy to write something similar for the psi-army. (for myself I already did). This army is not necessary or unbalanced, but purely for beauty and roleplay.  4) Not to the same extent as with the mod.   "Overall I think you need to structure your points better and not have anyone willing to discuss them dig them out." -I did not offer a ready-made structured plan at all, but only named a few points with the most obvious imbalances or illogicalities. Because I don't even know what the creator of the mod thinks. Tomorrow he will come and say - this is how it was intended, and the whole discussion may end there, because I will not write anything else. And if he wants to listen, then it will be possible to talk about something more specific, + other users can offer something interesting. This is clear? The problem is that in the modern world, very few people are able to understand the other, looking at him through the distorted prism of his own worldview. Â
unwashed biomass Posted November 26, 2022 Posted November 26, 2022 1 hour ago, Grey Knight said: Then you write "Don't tell people how to play their modded game"  21 hours ago, Grey Knight said: And if you see only the sexual component in the game mod, then you better go watch porn. You don't need this game.  Sorry to bother, but i see here telling ppls how play their game (or not to play it at all for that matter xD)  1 hour ago, Grey Knight said: 1) Clerks (for example) resell real goods if we are talking about trade. A.K.A they contribute nothing, same as prostitutes to the economy.  1 hour ago, Grey Knight said: 2) "That is literally how the economy works." --No)))  Real economy probably was never real in the first place, at least from a point in our history when money became paper. 2
Grey Knight Posted November 26, 2022 Posted November 26, 2022 1 hour ago, unwashed biomass said: Sorry to bother, but i see here telling ppls how play their game If you re-read carefully, then suddenly it may turn out that I said something completely different. If he is only interested in the sexual component, and the economic component is not so interesting to him that he does not even notice it, then it is not clear why he plays such games at all. It's much better for him to watch porn or play non-economic erotic games, because that's all he's interested in. At the same time, you have a very selective perception. He stated that there should be no balance in the mod (i.e. trying to get me to accept his opinion, tell me how to play the mod, according to your logic). When I answered him, each of you decided that it was I who was trying to force others, but not you.))) Quote me my words where I tried to get others to play the mod with my changes. And stop posting this nonsense.  2 hours ago, unwashed biomass said: A.K.A they contribute nothing, same as prostitutes to the economy. No, because the key factor here is the availability of a real product, which is first produced in a factory from real extracted resources, with a lot of real labor costs of workers. This is the real economy (based on real production, not financial bubbles). The clerk here is absolutely secondary. Without resales, the economy will not fall apart, and without real goods, it will fall.  2 hours ago, unwashed biomass said: Real economy probably was never real in the first place, at least from a point in our history when money became paper. It's all about the ratio between real production and financial fraud.
Fakenet Posted November 26, 2022 Posted November 26, 2022 (edited) 6 hours ago, Grey Knight said:  "Don't tell people how to play their modded game." --The problem is that many do not know how to understand the written text. I do not force anyone how to play with the mod. My initial question was - is the imbalance intended by the developer or is it a temporary flaw? To which another user said that there should be no balance in sexmod. To which I replied - name the fundamental contradiction between sex and balance. Then you write "Don't tell people how to play their modded game" This is some nonsense.   1) Clerks (for example) resell real goods if we are talking about trade. 2) "That is literally how the economy works." --No))) Look at the EU and understand what happens without cheap energy, despite the fact that all the prostitutes remained in their place. It's just that too many in the West have forgotten or don't understand what the real economy is. 3)  Easy. army_lv_slut = {    damage = 0.75    health = 1.25    morale = 1.50    morale_damage = 1.50    collateral_damage = 0.69    war_exhaustion = 0.69  The slut army differs from the usual one - enhanced morale and morale damage, slightly increased health and reduced damage. It is easy to write something similar for the psi-army. (for myself I already did). This army is not necessary or unbalanced, but purely for beauty and roleplay.  4) Not to the same extent as with the mod.   "Overall I think you need to structure your points better and not have anyone willing to discuss them dig them out." -I did not offer a ready-made structured plan at all, but only named a few points with the most obvious imbalances or illogicalities. Because I don't even know what the creator of the mod thinks. Tomorrow he will come and say - this is how it was intended, and the whole discussion may end there, because I will not write anything else. And if he wants to listen, then it will be possible to talk about something more specific, + other users can offer something interesting. This is clear? The problem is that in the modern world, very few people are able to understand the other, looking at him through the distorted prism of his own worldview.  1) You are disrespecting the entire service industry with such statement. They all don't produce anything you can resell. Unless of course you also consider the factory worker as a service worker, in that case noone produces anything. 2) I don't think you understand the abstract concept of trade value and energy credits. 3) Thanks, I know how to look at files. I didn't ask you to show me exisiting armies, I want you to show me how you would or did balance the psi-slut army. 4) So you want to change the game so people have to use sexjobs instead of nerfing the sexjobs which does exactly the opposite of what you originally wanted. Edited November 26, 2022 by Fakenet 2
Grey Knight Posted November 26, 2022 Posted November 26, 2022 13 minutes ago, Fakenet said: 1) You are disrespecting the entire service industry with such statement. They all don't produce anything you can resell. Unless of course you also consider the factory worker as a service worker, in that case noone produces anything. A real economy (based on production) can exist without a service sector. The service sector without real production - no. Therefore, the basis is production, and services are a pleasant but optional condition that cannot exist independently.  20 minutes ago, Fakenet said: 2) I don't think you understand the abstract concept of trade value and energy credits. This is a game convention that was allowed in the original game, but frankly unfortunate and stupid when playing with this mod. Because it turns out that your cars drive and spaceships fly on the power of money / sex and not fuel or nuclear reaction. And the resource "money" is not in the game. Therefore, within the framework of the game mechanics, it is necessary to reduce the profitability of prostitution lower than energy production in energy districts, but prostitutes are also a source of unity, stability, etc., so they are very necessary.  30 minutes ago, Fakenet said: 3) Thanks, I know how to look at files. I wanted you to show me the psi-slut army. The question is not clear. The principle is the same as with ordinary sluts. Or do you want me to copy a block of code here?  32 minutes ago, Fakenet said: 4) So you want to change the game so people have to use sexjobs instead of nerfing the sexjobs which does exactly the opposite of what you originally wanted. Did you understand what you wrote? Â
unwashed biomass Posted November 26, 2022 Posted November 26, 2022 (edited) 5 hours ago, Fakenet said: 2) I don't think you understand the abstract concept of trade value and energy credits. Yep, prositute jobs are done right, they don't produce energy credits (a.k.a electricity or what comes after it - which is done right aswell, right now ability to produce energy could be actual money if production of food etc was automated), they produce trade. Edited November 26, 2022 by unwashed biomass
unwashed biomass Posted November 26, 2022 Posted November 26, 2022 (edited) As for breeder jobs i think Lithia wanted to lessen food upkeep "burden" of those species with right traits, but it can easily come overboard and it is unavoidable at some point 2 make them produce much more milk than they need for themself and their offsprig and neghboor and their offspring xD. I edited food income value 2 zero because of that. I mean it is enough that milkcows break the laws of thermodynamics but it is just silly lewd mod for also silly game that i wouldn't even play wothout LV. Edited November 26, 2022 by unwashed biomass
Fakenet Posted November 26, 2022 Posted November 26, 2022 (edited) 4 hours ago, Grey Knight said: A real economy (based on production) can exist without a service sector. The service sector without real production - no. Therefore, the basis is production, and services are a pleasant but optional condition that cannot exist independently.  This is a game convention that was allowed in the original game, but frankly unfortunate and stupid when playing with this mod. Because it turns out that your cars drive and spaceships fly on the power of money / sex and not fuel or nuclear reaction. And the resource "money" is not in the game. Therefore, within the framework of the game mechanics, it is necessary to reduce the profitability of prostitution lower than energy production in energy districts, but prostitutes are also a source of unity, stability, etc., so they are very necessary.  The question is not clear. The principle is the same as with ordinary sluts. Or do you want me to copy a block of code here?  Did you understand what you wrote?  1) it wasn't about wether an economy can work without the service sector it was about the service sector adding value. 2) you really don't understand that it's not energy but energy credits. How do clerks make spaceships fly in your world? 3) you just pasted a block of code in the answer I quoted, only you posted the wrong block. What I originally asked you to do was to explain how you would balance the psi-slut army. 4) yes, did you? I need you to understand that empty questions don't add anything to the discussion. Edited November 26, 2022 by Fakenet
MonkeyMan1235789 Posted November 26, 2022 Posted November 26, 2022 is there a way to allow using the same species portrait when using the symbiotic evolution origin? Â I just think it stupid that i can't have extreme sexual dimorphism in my hive what with the "Male only" and "Female only" traits existing.
unwashed biomass Posted November 26, 2022 Posted November 26, 2022 (edited) 8 hours ago, Grey Knight said: A real economy (based on production) can exist without a service sector. The service sector without real production - no. Therefore, the basis is production, and services are a pleasant but optional condition that cannot exist independently. Yes, true, but it is by game design, i mean you have this mysterious market that you can sell and buy shit without even meeting any other civ, so you don't even need to have your civ be self sufficient on all aspects of your economy at any point of playthrough. Where this market get this from or buying to resell, another galaxy? Prostitute makes sense exactly just like clerk, i mean you don't even need to produce any consumer goods for clerks to generate trade value, i would say prostitute adds more to economy. xD. Anyway no point to brag about it anyway. Edited November 26, 2022 by unwashed biomass
Grey Knight Posted November 26, 2022 Posted November 26, 2022 3 hours ago, Fakenet said: 1) it wasn't about wether an economy can work without the service sector it was about the service sector adding value. The trading value of their activities depends entirely on the development of the real sector of the economy. If there is nothing to eat and nothing to wear in the country, then the cost of the services of a prostitute or a clerk will be 1 banana. And only if the country is rich, then you will pay dearly for their services. Am I supposed to explain this primitive crap? In this game, you will not be able to implement this due to the limitations of game mechanics that you cannot change.  4 hours ago, Fakenet said: 2) you really don't understand that it's not energy but energy credits. How do clerks make spaceships fly in your world? No, you really don't understand that it's not just money. Read the game description. They are provided with real energy (that is, actually produced oil, uranium, etc.). That is why it is farmed in areas of energy production. The "trade value" in this game is a primitive attempt by the developers to introduce an imitation of trade and resale, but at the same time not to make a separate mechanic for this, I explain for the retarded (I'm already starting to get annoyed with stupid questions).  4 hours ago, Fakenet said: 3) you just pasted a block of code in the answer I quoted, only you posted the wrong block. What I originally asked you to do was to explain how you would balance the psi-slut army. I didn't even think that someone could ask such a stupid question. I repeated several times what can be done by analogy with the existing army. But you obviously didn't have the brains to just plug in the numbers. Okay, here's what I did in half a minute, when I was redoing a lot of different little things in the mod and the main game...  psislut_lv_army = {    damage = 1.25    morale_damage = 2.5    health = 2.5    morale = 3.5    collateral_damage = 0.25    war_exhaustion = 1.0    time = 120    icon = GFX_army_type_psionic    resources = {       category = armies       cost = {          minerals = 250         consumer_goods = 50       }       upkeep = {          energy = 2.5          consumer_goods = 1       }    }    prerequisites = { "tech_telepathy", "tech_lv_battle_slut" }  I haven't tested these armies yet because they haven't been in ground combat. I will do the balance during the game.  Now explain to me why you are so stupid and helpless that you demand this primitive trifle from me all day instead of just imagine the numbers yourself? 4 hours ago, Fakenet said: 4) yes, did you? I need you to understand that empty questions don't add anything to the discussion. Your words have completely become nonsense. I advise you to re-read your comments and mine. Â
Grey Knight Posted November 26, 2022 Posted November 26, 2022 1 hour ago, unwashed biomass said: Yes, true, but it is by game design, i mean you have this mysterious market that you can sell and buy shit without even meeting any other civ, so you don't even need to have your civ be self sufficient on all aspects of your economy at any point of playthrough. Where this market get this from or buying to resell, another galaxy? Prostitute makes sense exactly just like clerk, i mean you don't even need to produce any consumer goods for clerks to generate trade value, i would say prostitute adds more to economy. xD. Anyway no point to brag about it anyway. This is mainly due to the primitive and limited game mechanics that cannot be changed. Therefore, we just need to take them into account, and create a game balance taking into account these limitations.
Grey Knight Posted November 26, 2022 Posted November 26, 2022 5 hours ago, unwashed biomass said: Yep, prositute jobs are done right, they don't produce energy credits (a.k.a electricity or what comes after it - which is done right aswell, right now ability to produce energy could be actual money if production of food etc was automated), they produce trade. No, because the trade value of the game mechanics is converted into energy credits 1 to 1, or 1 to 0.5 +0.25 goods. So this is the actual "production of energy and goods" from nothing. Stupid mechanics, but it has to be dealt with. Alternatively, it is possible to change the exchange ratio.
Fakenet Posted November 26, 2022 Posted November 26, 2022 2 hours ago, Grey Knight said: The trading value of their activities depends entirely on the development of the real sector of the economy. If there is nothing to eat and nothing to wear in the country, then the cost of the services of a prostitute or a clerk will be 1 banana. And only if the country is rich, then you will pay dearly for their services. Am I supposed to explain this primitive crap? In this game, you will not be able to implement this due to the limitations of game mechanics that you cannot change.  No, you really don't understand that it's not just money. Read the game description. They are provided with real energy (that is, actually produced oil, uranium, etc.). That is why it is farmed in areas of energy production. The "trade value" in this game is a primitive attempt by the developers to introduce an imitation of trade and resale, but at the same time not to make a separate mechanic for this, I explain for the retarded (I'm already starting to get annoyed with stupid questions).  I didn't even think that someone could ask such a stupid question. I repeated several times what can be done by analogy with the existing army. But you obviously didn't have the brains to just plug in the numbers. Okay, here's what I did in half a minute, when I was redoing a lot of different little things in the mod and the main game...  psislut_lv_army = {    damage = 1.25    morale_damage = 2.5    health = 2.5    morale = 3.5    collateral_damage = 0.25    war_exhaustion = 1.0    time = 120    icon = GFX_army_type_psionic    resources = {       category = armies       cost = {          minerals = 250         consumer_goods = 50       }       upkeep = {          energy = 2.5          consumer_goods = 1       }    }    prerequisites = { "tech_telepathy", "tech_lv_battle_slut" }  I haven't tested these armies yet because they haven't been in ground combat. I will do the balance during the game.  Now explain to me why you are so stupid and helpless that you demand this primitive trifle from me all day instead of just imagine the numbers yourself? Your words have completely become nonsense. I advise you to re-read your comments and mine.  1) Going by that sexjobs should scale with the economy. 2) You also don't understand that I never said it is money it's energy CREDITS. When you don't have access to the galactic market you are also not buying stuff from nothing you are buying it from your own people. Private property is a thing. 3) Could do without the insults. 4) I could still do without the insults, what I wrote was a perfectly fine sentence. Which part did you not understand? Your thesis was that the sexjobs create too much unity, more than even spiritualists. Your solution was to increase the unity-prices for edicts. That would force people to use the better unity source just to keep up since with regular unity production you can't buy as many edicts.  19 hours ago, Grey Knight said:  The problem is that in the modern world, very few people are able to understand the other, looking at him through the distorted prism of his own worldview.  Please get of your high horse, you make no attempt to understand other people.
Fakenet Posted November 26, 2022 Posted November 26, 2022 2 hours ago, Grey Knight said: No, because the trade value of the game mechanics is converted into energy credits 1 to 1, or 1 to 0.5 +0.25 goods. So this is the actual "production of energy and goods" from nothing. Stupid mechanics, but it has to be dealt with. Alternatively, it is possible to change the exchange ratio. So we produce twice as much trade value for half the conversion rate. GJ. At least now you can feel like trade value doesn't translate to energy credits, correct?
sila Posted November 27, 2022 Posted November 27, 2022 (edited) 6 hours ago, Grey Knight said: No, you really don't understand that it's not just money. Read the game description. They are provided with real energy (that is, actually produced oil, uranium, etc.). That is why it is farmed in areas of energy production. The "trade value" in this game is a primitive attempt by the developers to introduce an imitation of trade and resale, but at the same time not to make a separate mechanic for this, I explain for the retarded (I'm already starting to get annoyed with stupid questions). They are trading goods for energy. The energy credits are literal currency in stellaris. The service workers are not creating nuclear power with their genitals, they are selling them for money, which in stellaris is energy credits.  Think of it like buying groceries with batteries instead of dollars. It's the same thing. So you could buy sex with the battery, or you could throw it in your ship's reactor. Similarly, you could buy trade goods from a sales clerk with those batteries. I see no problem with this at all. Edited November 27, 2022 by sila
Grey Knight Posted November 27, 2022 Posted November 27, 2022 11 hours ago, Fakenet said: 1) Going by that sexjobs should scale with the economy. Exactly.  But you can't do that because of the limitations of game mechanics.  11 hours ago, Fakenet said: 2) You also don't understand that I never said it is money it's energy CREDITS. When you don't have access to the galactic market you are also not buying stuff from nothing you are buying it from your own people. Private property is a thing. a) I have already said that this is the equivalent of actually produced energy resources. Not like money that can be printed without backing it with a real commodity, causing inflation. Here, the analogy with metal coins is more suitable - bronze, silver, gold. Your wealth directly depends on the physical presence of coins in your chest. Is it clear now? No metal - no new coins, no uranium - no energy credits. b) If you could buy directly from your people (that is, they have resources) - then there could not be a shortage of resources in the country when they are exhausted in your state warehouses.)) The factory itself would buy resources from people. Ability to buy resources without a galactic market - made so that an inept / inexperienced player would not kill his economy and stop playing. It's just helping a young player out of which you're drawing wide misconceptions.  11 hours ago, Fakenet said: 3) Could do without the insults. You never said why you need it, and why you yourself did not calculate the numbers by analogy.  Because there is no problem at all. Yes, I'm a little short-tempered.   11 hours ago, Fakenet said: 4) I could still do without the insults, what I wrote was a perfectly fine sentence. Which part did you not understand? Your thesis was that the sexjobs create too much unity, more than even spiritualists. Your solution was to increase the unity-prices for edicts. That would force people to use the better unity source just to keep up since with regular unity production you can't buy as many edicts.  You should have made the point clear at once, and not written in riddles. And I would immediately answer that you are wrong. I don't know what difficulty levels you play on. Perhaps on easy difficulty you have so many of all the resources that you have the opportunity to build up the entire planet with brothels, and have an extra lot of unity without building other buildings. (By the way, the mod allows this, because prostitution is extremely profitable here). But I'm playing on hard difficulty and I've drastically reduced prostitute profits in my rebalance. Therefore, I do not build up planets with brothels alone, and even often build purely resource-processing orbital stations, where there are only comfort centers and medicine (which also added the parameter increase in labor efficiency, because it is logical and realistic - a healthy person works better) for the happy life of my workers, And a maximum of 1 brothel, but often there is none at all. Unity is just one of the resources that cannot be produced at the expense of other vital resources. This is how I see a good game balance - when there is no overabundance and imbal imbalance (which will force the player to go the only easiest way), and you are always making decisions which way to go, what to build and what to produce. And you constantly adjust the process based on the ever-changing environment. Will I be able to complete a good rebalance? Probably not. As usual, I will play and abandon the game for a long time. But I have already made some changes for myself that make my personal game more interesting than the original unbalanced mod. Therefore, I repeat - no, you're wrong. The increase in edict cost is needed to compensate for the increased unity income. I tried the x10 price, but maybe it's too expensive, and today I'll put x5. I will look. This needs to be evaluated experimentally.
Grey Knight Posted November 27, 2022 Posted November 27, 2022 12 hours ago, Fakenet said: At least now you can feel like trade value doesn't translate to energy credits, correct? Perhaps I do not understand some subtleties of the English language, but I clearly said above that the trade value is directly translated into energy credits. What are you talking about?
Fakenet Posted November 27, 2022 Posted November 27, 2022 1 hour ago, Grey Knight said: Perhaps I do not understand some subtleties of the English language, but I clearly said above that the trade value is directly translated into energy credits. What are you talking about? Â 16 hours ago, Grey Knight said: Alternatively, it is possible to change the exchange ratio. Â
Fakenet Posted November 27, 2022 Posted November 27, 2022 1 hour ago, Grey Knight said: I already understood that you are mentally retarded, and are not able to understand a detailed explanation. The most simple explanation for idiots - you will not build many brothels because you will be left without other resources. And you won't be able to buy on the galactic market in large quantities, because with the "support of prostitution" you will not have much money, and with the "sex industry" there will be no unity. I won't answer you anymore, I'm tired of this nonsense. And how do you reject my original question? The one about sexjobs providing more unity than regular jobs and hence forcing people to use sexjobs? You consistently forget what this was about and avoid the question. I, despite beeing retarded, understand that you are bad at making your point and are also bad at accepting beeing wrong. From what I understand you have modded your game so tha sexjobs are worse but still better than vanilla unity jobs so now you want everyone to suffer higher unity costs. Naturally you don't want to argue your point anymore, you are running out of arguments. You have increasingly replaced arguments with insults. Instead of a productive discussion you just want people to do what you say. Fuck everyone else, they are supposed to develop the mod for you, for your wants. 1
galenorn Posted November 28, 2022 Posted November 28, 2022 On 11/26/2022 at 1:50 AM, Grey Knight said: A real economy (based on production) can exist without a service sector. The service sector without real production - no. Therefore, the basis is production, and services are a pleasant but optional condition that cannot exist independently. I would argue in general terms that production depends on service just as much as service depends on production. Transportation, marketing, direct to consumer sales, and all the workers (clerks) that facilitate communication between these groups are all services. While it is fair to argue that some service workers are less critical than others, the same can be said for production. Regardless it all adds to the flow of money through a population, aka economy. 4
schroecat Posted November 28, 2022 Posted November 28, 2022 On 11/28/2022 at 12:29 AM, Fakenet said: And how do you reject my original question? The one about sexjobs providing more unity than regular jobs and hence forcing people to use sexjobs? You consistently forget what this was about and avoid the question. I, despite beeing retarded, understand that you are bad at making your point and are also bad at accepting beeing wrong. From what I understand you have modded your game so tha sexjobs are worse but still better than vanilla unity jobs so now you want everyone to suffer higher unity costs. Naturally you don't want to argue your point anymore, you are running out of arguments. You have increasingly replaced arguments with insults. Instead of a productive discussion you just want people to do what you say. Fuck everyone else, they are supposed to develop the mod for you, for your wants. He never had any arguments to begin with. He's just a troll attacking people to justify his own self-esteem. Leave him be. 1
SchwhatNow Posted November 29, 2022 Posted November 29, 2022 I will say that I think sex jobs are way too efficient per building slot right now because of the fact that they scale with planet population when upgraded. I understand a desire to make them diverse from the base game counterparts but, right now, there's little reason to not spam sex jobs whenever possible for how potent they truly are.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now