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Posted
5 hours ago, yuriski said:

Maybe I am just stupid, but...I started with the tentacle world origin, have not build a single breeder district, but have (max)1200 breeder jobs. Where do they come from?

Your capital starts with 2 Tentacle Lifeform deposits, each giving 600 jobs.

Posted

I think the balance is somewhat achieved by replacing the effect of providing a job for each number of pops with job efficiency. LV jobs are no longer created infinitely.
However, since the method of obtaining a concubine job was extremely limited, the only way is to give a concubine job to the Temple of Love and remove the restriction, or add a concubine job to an existing temple.
In the zone added in 4.0, concubine jobs could not be added. If added, concubines would be added to all Unity-produced jobs, and materialism could also have concubines.

Posted

Is it normal to only be able to build dairy's in the 3 agriculture zone slots only? If so I would like to request it to be changed. My dedicated "dairy" worlds can now only have 3 dairy's on it and that seems off to me.

Posted
4 hours ago, The Great Azbell said:

Is it normal to only be able to build dairy's in the 3 agriculture zone slots only? If so I would like to request it to be changed. My dedicated "dairy" worlds can now only have 3 dairy's on it and that seems off to me.

There are actually 9 slots there, the UI is misleading but if you look closely there's a scrollbar to see the other slots. That said I'm pretty sure there are supposed to be way more dairy buildings but they're bugged in the current version, I can't find most of the buildings from the dairy techs or the ascension tree anywhere in the build menu, only the ranch building.

Posted
14 hours ago, zurtrin69 said:

There are actually 9 slots there, the UI is misleading but if you look closely there's a scrollbar to see the other slots. That said I'm pretty sure there are supposed to be way more dairy buildings but they're bugged in the current version, I can't find most of the buildings from the dairy techs or the ascension tree anywhere in the build menu, only the ranch building.

That makes sense, in hindsight I think there are more specialization districts that are bugged and aren't appearing. 

Posted (edited)

The mod caused a massive gameplay imbalance.
I’ve modified several files to make the imbalance less extreme, but I’m not sure if it’s now too much or too little of a nerf — feel free to judge for yourself:


In the base game, each district provides +3 building slots:
🔗 https://stellaris.paradoxwikis.com/Districts

This mod adds 9 (???!!!) building slots per custom district. That’s insane...

👉 I’ve changed it back to 3.

Next, 👉I reduced the number of jobs provided by each district from 300 to 200.
Example:

job_lv_gem_incubator_drone_add = 300

is now job_lv_gem_incubator_drone_add = 200

This mod adds custom jobs, and👉 I reduced the base production values of each by half — for example, from 4 to 2.

Additionally,👉I removed the strategic resource sr_zro from the gem_incubator job.


Installation:
I don’t know how to create a standalone mod, so I’m just sharing the modified files.
You should overwrite the original mod files with these.

(Lustful Void 0.7.8.1 (4.0+).zip 50.56 MB / May 23)
 

 

Lustful Void.zip

Edited by Anon1341
files update
Posted (edited)
7 hours ago, Anon1341 said:

The mod caused a massive gameplay imbalance.
I’ve modified several files to make the imbalance less extreme, but I’m not sure if it’s now too much or too little of a nerf — feel free to judge for yourself:


In the base game, each district provides +3 building slots:
🔗 https://stellaris.paradoxwikis.com/Districts

This mod adds 9 (???!!!) building slots per custom district. That’s insane...

👉 I’ve changed it back to 3.

Next, 👉I reduced the number of jobs provided by each district from 300 to 200.
Example:

job_lv_gem_incubator_drone_add = 300

is now job_lv_gem_incubator_drone_add = 200

This mod adds custom jobs, and👉 I reduced the base production values of each by half — for example, from 4 to 2.

Additionally,👉I removed the strategic resource sr_zro from the gem_incubator job.

Yeah after playing with it a bit I feel that. I'm often just... stacking the same building over and over and over to fill the slots. 

 

4.0's balance is about districts. Until LV gets "unique districts" and District Specializations replace the current districts on default planets, a I believe the original intention is to have the buildings be the district instead, so you'd build one District and then specialize for the building slots and substitute that with LV buildings, but doing basegame buildings benefits even more this way.

 

Also... the Impregnation Facility upgrade is gamebreaking. It's a compounding growth curve at the moment. Or anything that gives Breeder Jobs per Pop count. I'd recommend removing the Job-per-Pop calculation and replacing it with Efficiency + Increased base job count so that the pop-growth percentages don't skyrocket out of control. And I meant that literally, you can hit integer overflow if you forget about it. That is, until "enhancement" buildings for LV come out that mirror base game.

 

A quick fix while Lithia works on a real update and not just a 4.0 compatibility patch.

 

One workaround for the Districts I saw from Colorful Galaxy was to have a Research into a planetary decision that adds the unique district that functions in the same way as the default district but uses the unique jobs instead of base jobs.

 

IE: Research -> Redlight District -> Same functionality as Energy District but uses jobs that are Colorful Galaxy themed. The districts already exist in LV under Sexopolis, but the only way to do that is to terraform a planet. This functionality can exist for individual districts as well. See attached. It's a bit strong since it's 300 jobs openings but it would enable possibly reducing building management. 

LV on it's own doesn't have a lot of buildings compared to base game, it just wants you to stack buildings and after a while with 9 buildings per district it becomes a bit tedious. At the moment, I don't think there's a way to replace a District fully without terraforming, but you can provide a general replacement so one is used instead of the other.

Spoiler

Research Option

image.png.40da55963a0dd63a0ba865d5c98e6c61.png

 

Result

Screenshot 2025-06-03 152739.png

 

Edited by NoGround
Formatting
Posted
2 hours ago, NoGround said:

Also... the Impregnation Facility upgrade is gamebreaking. It's a compounding growth curve at the moment. Or anything that gives Breeder Jobs per Pop count. I'd recommend removing the Job-per-Pop calculation and replacing it with Efficiency + Increased base job count so that the pop-growth percentages don't skyrocket out of control. And I meant that literally, you can hit integer overflow if you forget about it. That is, until "enhancement" buildings for LV come out that mirror base game.

 

What, gaining 10,000 pops every month on a single planet isn't intended balance?  Next you'll say each sexologist shouldn't be producing 25 of each science. XD

 

Here's a thought (and I admit I have no idea how I would implement and balance it):  what if LV jobs were significantly weaker than normal jobs?  So that LV traits bring them up to about half as effective as a normal job.  LV buildings that give jobs per pop would still be stronger, but only once you have the pop to fill those out.
...or maybe that's only stretching the problem of power curve.  Weaker early, still overpowered thirty years in.  As opposed to normal early, and stuck on repeatables by 2235...doing a one-planet challenge.

Posted

Yeah I agree with you @EmmaZail. LV shouldn't be the same playstyle as base game and have some unique mechanics involved with it. If job-per-pop is the emphasis, it would actually be really cool to see, running an almost Wilderness build or Virtuality build with LV just based on pop size and expansion. The base for it is already there and I actually really like playing LV as a society direction and growing into it.

 

At the very least Impreg Facility shouldn't have a compounding interest curve, though. Even if Lithia leaves job-per-pop in, that one is a bit insane lol.

 

Onto some other ideas, 

Maybe an expansion style Ascension path? I'm just tossing things out there. Could be a choice between different emphasis industries for LV. You could do a choice like Milk/Breeding/Industry & Trade. TBH we already have Mango's Lewd Diplomacy for diplomatic stuff so I'm leaving that one out.

Posted
On 5/29/2025 at 10:55 AM, NoGround said:

Job per Pop that LV has is kind of gamebreaking atm. 4.0 completely got rid of that across the board and replaced it with Resource per Job, Efficiency, Output% bonus, and Jobs/District; people are still making absolutely ridiculous builds that finish all science in 100 years or less or generate millions of resources very early in base game. 

 

With LV Job per Pop absolutely breaks the game, with Milking Economy being absolutely ridiculous. Also a slight annoyance that making a Milk World creates mutations that spread to other colonies (I wasn't expecting that since I don't think that's stated anywhere?). I constantly have to round up the cows and put them back since they don't keep the Species Rights from the geno they came from (which could fix that specific problem, tbh, also solved with the "Rooted" trait). 

 

Anyway, methinks that LV should do away with Job/Pop and move to how base game works which is Jobs/District while adding LV District Specializations that do stuff like change farmers to Milk Cows or Sexologists instead of the base 3 types. Right now only Sexopolis/Pleasure Ring (I think? Haven't done these two yet I'm in the process of Sexopolis in my current playthrough) and Tentacle Worlds do this. It would also have the added benefit of balancing out how you would build districts with LV. Right now if you have a LV based setup you just want to spam City Districts as much as possible because you don't care about Farmers/Miners, just the buildings those zones provide when you build 1 district and unlock specialization via Lithia's UI mod. 

 

One thing I noticed is that Gen Incubation Facilities get the benefits of the Metalurgist>Rare Metals conversion buildings and I'm not sure if the other specialized buildings do the same for other resources in LV. I'm pretty sure the base game science bonus buildings do *not* work with Sexologists. Kind of hard to tell, can anyone clarify this? Specialized Districts might not matter if the base game bonus buildings work on LV jobs. 

 

Anyway, that's my feedback and suggestions for when LV gets more integrated into 4.0 and isn't just a quick update to make it work, which I'm aware that's what this is. 

Yeah, Breeders with Impregnation Complexes are literally insane. 400 Breeders + 1 per 25 pops and even decent investment in sex jobs proficiency results in insane and snowballing population growth that becomes virtually impossible to ever actually house and in turn makes a consumer goods crunch that can only feasibly be filled by dairy jobs with the free use policy and the dairy traditions and in general, dairy work becomes mandatory because pops just grow so fast. And here's the thing: Even without the jobs per pop, the Impregnation Centers line of buildings would be insanely good and should absolutely be capped at one per planet.

 

I'm not entirely sure on Gem Breeder interactions because I mostly don't use them since regular metallurgists seem more powerful in terms of actually making alloys. Instead, I mostly use them to moderate the absolutely bonkers population growth from Breeders. Thematically, it seems like a job that Lithoids in particular should excel at, though.

 

By the way - amusing thing about milk cows: Lithoid dairy cows make minerals instead of food, which I guess fits but also just seems funny.

Posted
7 hours ago, NoGround said:

Yeah I agree with you @EmmaZail. LV shouldn't be the same playstyle as base game and have some unique mechanics involved with it. If job-per-pop is the emphasis, it would actually be really cool to see, running an almost Wilderness build or Virtuality build with LV just based on pop size and expansion. The base for it is already there and I actually really like playing LV as a society direction and growing into it.

 

Job per pop is fundamentally broken from a technical perspective.  Don't get me wrong, I know Lithia was just making quick fixes to make it functional for 4.0 and I still love the mod.  But a massive nerf to job per pops doesn't fix the problem, it just delays/masks it.  I'm saying this as a person who isn't fundamentally against OP stuff.  I made a separate thread about this pre-4.0.  The job per pops calculation causes very noticable performance issue when playing high pop builds because it creates an endless loop of making new jobs which get immediately filled which immediately creates more jobs.  At extreme levels it literally grinds the game to a halt.  I say this running a 9800X3D which is the king of Stellaris simulation performance by a pretty solid margin.

 

Sure, it's hilarious at first when you're making literally hundreds of millions of resources from your one planet but you've just trivialized the entire game regardless of game settings.  I keep harping on Virtuality because it's the easiest to achieve this with but you can certainly get enough organic pop growth to largely achieve the same thing.  The performance hit was an issue pre-4.0 but the obscene output is absolutely a 4.0 change.  You can get to Virtuality by 2235.  By 2245 your resource output is in the thousands if not millions, including research.  You've got mega engineering at that point but it doesn't matter because you have no need for megastructures as you've basically got infinite resources already.  You're into repeating tech by 2250-2260.  Even if you've got the crisis' bumped up to start at 2300, it doesn't matter because you're not going to break a sweat and you only need one planet.  I guess the only (sort of) saving grace is the game hard limits minimum research time for techs to 1 month.  Otherwise you'd be knocking out techs daily.

 

@Anon1341 Your changes are a solid start on this, but ultimately just a bandaid.  Jobs per pops is the fundamental problem.  LV highly incentivises you to use LV traits (which makes sense) as most of them buff the efficiency of sex jobs.  That's good as it's thematic.  But most of them also buff pop growth.  That's thematic to be sure but is where the problem starts.  Then you've got the breeding tree which starts you down the path of of a wildly higher than normal pop growth rate.  Again, thematic to be sure.  But this leads towards filling jobs being largely a non-issue whereas in vanilla this was generally what controlled your resource output.

 

This is compounded by the fact that since it's jobs per any pops, literally anything that adds jobs effectively buffs your sex output.  What jobs you're adding ends up being moot because all you're really trying to do is spawn more sex jobs.  Last but not least is the fact that sex jobs can produce all types of vanilla resources which means nothing but sex jobs is not only viable but preferred.  This allows you to triple dip as regular pop efficiency, sex job efficiency, and any thing that adds any type of jobs (IE:  https://steamcommunity.com/workshop/filedetails/?id=3486985238) grants you a bonus to literally all resource output and 2 out of 3 buff research too.  Switching to job efficiency both solves the performance issue of infinite jobs and removes the triple dipping as adding non-sex jobs no longer effectively buffs your sex job output.

 

1 hour ago, balmung60 said:

I'm not entirely sure on Gem Breeder interactions because I mostly don't use them since regular metallurgists seem more powerful in terms of actually making alloys. Instead, I mostly use them to moderate the absolutely bonkers population growth from Breeders. Thematically, it seems like a job that Lithoids in particular should excel at, though.

 

Then you're not LV-ing hard enough, lol.  Vanilla metallurgists don't come close if you're fully building into sex job output as LV has far more ways to buff sex job output than vanilla has ways to buff metallurgists.  Early game vanilla may have a edge if you're not building fully for sex jobs but Gem Breeders snowball just like the rest of the sex jobs.  I'm making 12k alloys/month on my capital in my laughably OP Virtuality run entirely from Gem Incubators.  

Posted (edited)

I found a few bugs/issues with pleasure suits. 

  1. Once unlocked, they default to being active.  Even if disabled immediately, you still suffer the planet penalties for doing so.
  2. Even if they're fully banned, leaders can end up addicted to them at random anyway.
  3. Simply owning the tech gives significant downsides.  Normally dangerous techs do not carry penalties unless you actively make use of them.

It's important to note I did not choose to research them, I was granted the tech via random event (scavenging caravanner ship).  If the intention is that they're dangerous for simply having the tech and you should not research it if you don't want to deal with those downsides, there should be some way to avoid having to deal with these problems if you end up with the tech through no fault of your own.

 

If you want to have mechanics tied to having this as an underworld drug addition, this should not be tied to you having the tech or not and instead involve criminal megacorps or hostile nations smuggling them into your nation if you don't have them as legal items.  This would also need some way for the player to counter, like fighting against crime and being able to attack the one feeding your people their fix.

Edited by TheDarkMaster
Posted

Here's a file that replaces job creation for every population number with work efficiency bonuses.
It's not localized, but at least it doesn't seem to completely ruin the balance since jobs aren't created infinitely.
And there are a few changes to buildings.
You can only build 1 fertility facility per planet.
Now, mentalism doesn't give you concubine jobs per population, but it gives you efficiency, so it's harder to get concubine jobs. So instead, temple buildings give you 200 concubine jobs.
 

Breeding decisions are much less effective than before, as they provide efficiency rather than a huge number of breeder jobs.
Since the number of gestation facilities per planet is limited to 1, it has become difficult to obtain breeders. I guess the answer is to actively use tentacle symbionts.
In fact, I think 1 gestation facility is enough in terms of balance. Why would a clone incubator have a limit on the number of planets it can build? Or, there is a way to increase the number of gestation facilities using the ascension tree.

Lustful void(Patch).7z

Posted
15 hours ago, XavierMace said:

 

Then you're not LV-ing hard enough, lol.  Vanilla metallurgists don't come close if you're fully building into sex job output as LV has far more ways to buff sex job output than vanilla has ways to buff metallurgists.  Early game vanilla may have a edge if you're not building fully for sex jobs but Gem Breeders snowball just like the rest of the sex jobs.  I'm making 12k alloys/month on my capital in my laughably OP Virtuality run entirely from Gem Incubators.  

The big thing is that they have only half the base alloys output of metallurgists (whereas they have 3/4 the output of miners when mineral focused) and I have a lot of sex job bonuses, but I also have a lot of regular job bonuses.

Posted
4 hours ago, balmung60 said:

The big thing is that they have only half the base alloys output of metallurgists (whereas they have 3/4 the output of miners when mineral focused) and I have a lot of sex job bonuses, but I also have a lot of regular job bonuses.

One way to look at the sex jobs is for them to be for sex obsessed pops.  Those that take a -50% output penalty on normal jobs.  They're useful if you want to play a challenge/special empire that gets forced into using them.

Posted (edited)

Oddly, I'm not getting those.

 

Unrelated, messing around with massively nerfing free use dairy cows on my end - even at a quarter the base consumer goods and with its pop growth bonus turned into a penalty (idk, everyone's wasting their time fucking the same "cows" instead of doing something that would actually more productively grow the population or something - regardless, the point is that eventually it hits an equilibrium point instead of another source of runaway population growth), the consumer goods alone are still really good. I feel like I should put a trade or energy upkeep on it too since presumably someone's paying for all this (eg. the empire is paying the cost for such use of the ranches' "cows" - thinking more about it, if anything this policy should probably cost consumer goods, but that would take it from really powerful to absolutely useless - maybe a society research upkeep to represent the amount of medical time and effort spent on keeping everyone clean since mating partners aren't exactly verified sources)?.

Edited by balmung60
Posted
6 hours ago, TheDarkMaster said:

Looks like the new patch has broken the mod again.  Endless blank events every day.

 Same issue here. But after disabling and enabling many mods found out that the issue is with "vanilla frameworks continued" mod not with LV.

Posted
16 hours ago, balmung60 said:

The big thing is that they have only half the base alloys output of metallurgists (whereas they have 3/4 the output of miners when mineral focused) and I have a lot of sex job bonuses, but I also have a lot of regular job bonuses.

 

11 hours ago, TheDarkMaster said:

One way to look at the sex jobs is for them to be for sex obsessed pops.  Those that take a -50% output penalty on normal jobs.  They're useful if you want to play a challenge/special empire that gets forced into using them.

 

Just to make it clear, I'm not trying to tell people how to play the game.  I have a habit of breaking things, and obviously that's not everybodies cup of tea.  But from a pure numbers standpoint, going all in on sex jobs, Gem Incubators are going to be better than metalurgists unless you're running other mods that give ways to specifically buff metalurgists.  Remember generic job efficiency applies to sex jobs as well so they get to double dip.  IE, in a "best case" scenario for sex jobs (Machine/Virtuality, Pleasure Ringworld, Sex World designation):

 

Metalurgist:  -40 Minerals, +147 Alloys, +82 Motes, +82 Gas, +82 Crystals
Gem Incubator:  +203 Minerals, +210 Alloys, +298 Motes, +298 Gas, +298 Crystals

 

That's without Sex-Crazed and default Gem Incubator focus.  But, let's say you manage to buff the Metalurgist alloy output over Gem Incubators.  You're unlikely to buff the Mote/Gas/Crystal output past Gem Incubators and since Metalurgists have a mineral upkeep you have to use up districts/building slots to feed them which means less metalurgist jobs overall.  Which means Gem Incubators are still the more efficient option even if you can push Metalurgists to a higher straight alloy output on a per pop level.  This is especially important if you're playing tall.  I'm currently generating 42k alloys/mo on my capital alone in my second Virtuality playthough (where these numbers came from, attempting to be a bit less broken than my previous game).  

 

If you're only playing "vanilla" with a bit of LV sprinkled in, sure, Metalurgists are going to win on a pure alloy output.  But if you're maximizing LV (which is very much NOT a challenge mode at this stage), going 100% sex jobs is the superior flavor.  Keep in mind you can get +60-90% sex job efficiency just from penis traits.  Sex World designation is another 35%.  That's buffing basically every aspect of your economy, plus your research if you're going full LV.  If you're starting on a planet with LV districts, sex-crazed basically doesn't have a downside because you can generate all resources via sex jobs.  Unless you're running mods that add new resource types that LV doesn't generate anyways. 

 

But, basically a race of walking giant penises on a tentacle or pleasure ringworld start is easy mode currently.  Spam masturbation nodes early to rush your preferred ascenscion path and profit.  Virtuality is highly superior to all other options with LV right now because it can avoid a housing crisis while filling the infinitely spawning LV jobs.  I gave up on my first Virtuality playthough at 1.2 million pops on my capital because the job spawning brought the game performance to a crawl.  But suffice to say with the obscene resource output I had, the game was effectively over anyways and this was less than 100 years into the game.

Posted
3 hours ago, XavierMace said:

Metalurgist:  -40 Minerals, +147 Alloys, +82 Motes, +82 Gas, +82 Crystals
Gem Incubator:  +203 Minerals, +210 Alloys, +298 Motes, +298 Gas, +298 Crystals

 

Wait. Wait, wait, wait, wait. The refinery buildings grant the rare resource output to incubator jobs, too? I thought they exclusively gave the output to metallurgists and artisans! I was running artisan worlds just to crank out gases to fuel my sexologist output! Shit! lol

Posted

@Schmee All jobs can be "tagged" in mods to allow for them to pull from base game bonuses, so yeah it works with that. I think the only one it doesn't apply to at the moment is Sexologists because specifically Scientists got split into 3 different types again, so Sexologist tagged as "researcher" gets nothing from base game bonuses because technically that tag doesn't exist anymore. All other bonuses that have sex-based jobs should apply, including Whores with the "Trader" tag.

Posted
5 hours ago, Schmee said:

Wait. Wait, wait, wait, wait. The refinery buildings grant the rare resource output to incubator jobs, too? I thought they exclusively gave the output to metallurgists and artisans! I was running artisan worlds just to crank out gases to fuel my sexologist output! Shit! lol

I'm pretty sure the refinery buildings grant their output to sexologists, too.  All the LV specialists get it.  I haven't gone searching the files to find why.

Posted
11 hours ago, Schmee said:

Wait. Wait, wait, wait, wait. The refinery buildings grant the rare resource output to incubator jobs, too? I thought they exclusively gave the output to metallurgists and artisans! I was running artisan worlds just to crank out gases to fuel my sexologist output! Shit! lol

 

Yep.  So I've got one each of the mote/gas/crystals building to trigger the rare resource output on the Gem Incubators.  As far as I know, that's functioning as intended.  Oh, and nanites too.  At which point you're just overflowing with rare resources.  Like I said, LV will cover all resource generation save for resources added by other mods.  Since for whatever reason LL doesn't like the screenshot....

 

https://drive.google.com/file/d/1OmTnOag7nQe6_cOwzfrtx-tMLV1biLVR/view?usp=drive_link

 

 

Posted

Does the breeder job also not give any actual pop growth for anyone else or is it just me?

 

I updated the mod after having not played since a very long time and all it gives is trade no pop growth.

 

Anyone else got this or did I make a mistake during the update (I am kinda stoopid lol)

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