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We are currently working on Vanilla Factions Expanded - Tribal and we need your help to make sure the numbers are balanced. Please access the form below, check the instructions and give us balanced, realistic numbers!

Vanilla Factions Expanded - Tribals is a new mod we are developing. It will allow you to start as a tribe of wild men and work your way towards becoming a tribe. A feature that has been commonly requested is an ability to advance your tech level - and this mod will bring that, and more!

Using this form I intend to collect a large selection of suggestions in regard to balancing of something called Cornerstones.

Cornerstones are unique, permanent buffs that affect your entire colony. They are not meant to be massive - you have precepts in Ideology for massive buffs. Instead, cornerstones are our way of rewarding you for progressing through the ages. Each time you advance your tech level (by researching all previous technologies), you will be able to perform a special ritual which grants you a cornerstone point.These cornerstone points can then be redeemed for one of the cornerstones. These buffs are permanent and cannot be changed, and show what your colony and playthrough is all about.This form will list out all cornerstones and their effects, and I will ask you to fill it in with numbers that you think are adequate for these buffs. Remember: We do not want cornerstones to be powerful. They're meant to be a small help, and the more general the buff is, the smaller it should be.

Please write only numbers. Do not write questions, explanations, suggestions, new formulas etc. In the short-answer fields below, only write what X should be.

When writing them, think: What would I believe to be a viable number, without it also being too OP or dominating the gameplay?

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Vanilla Factions Expanded - Tribals

Vanilla Factions Expanded - Tribals is a new mod we are developing. It will allow you to start as a tribe of wild men and work your way towards becoming a tribe. A feature that has been commonly requested is an ability to advance your tech level - and this mod will bring that, and more!

Comments

Will

This is perfect, I love to play my games starting as naked brutality tribal (with CE) to get that feeling of progression. I do a similar playstyle to Mr Samuel Streamer's generations series. This is going to make the early game so much better, thanks Oskar.

HeinrichK

I am sure Overread that, or am missinterpreting. These percentages are Multiplicativ, not Additive, right?

Steffen Lewis

Thanks for letting me see the cornerstones and sharing my opinion

NeverSink

I like the concept. Three notes: - I think it's totally fine for niche things to be very powerful. Eating speed getting trippled or mortar accuracy getting doubled is a cool specialization and choice. On the other hand learning speed increases could be as low as 5-10% to be balanced. - I think it would be great to only receive 3-5 choices of those per age. The list is overwhelming and it'd add to the flavour! - 'Advancing' to the next tech level is highly mod-dependent. It'd be awesome, if one could setup the % of tech required or the critical researches to reach the next level. With a bunch of mods the number of researches easily goes 5x the vanilla count.

Matthew Cowher

I hate to be that American, but I am assuming that you are using Celsius for the temperature related cornerstones. Right? Also, these are a great addition! I have always wanted a framework to encourage a playthrough from tribal to end game tech.

Oleg Oleg

It will be funny if global work speed increase is going to be something like 5% or less when something like the sap blood gene takes away 20 while giving you -2 metabolic efficiency

Oleg Oleg

Thank you for doing the survey! I wish more mods had this because balance always seems to be a point that many miss, to the point of being completely run defining rather than a side thing. This is a nice step forward if this happens more often

The_F

Very interesting to see and give feedback on this. I'm curious to see how the final numbers compare with my proposal.

John Anderson

This will be an awesome mod to add danger to my Desserters playthrough!

Raphael Huddy

Survey says foraged food per day is 9 at plant level ten, when it's actually 0.9

Guns Galore

Excited for the tech level progression. We already have VWE - Tribal, but assuming this mod incentivizes you to spend a longer time in a given age, will there be an expansion to the very early game equipment to make it more viable to play as a pre-modern tribe long term? Thinking things like blowguns and boomerangs and macuahuitl, hide armors/shields, etc.

Ides Hatred

Would this be structured so you can take the same buff twice? If so they sold be slightly lower than otherwise

Chedderror

I feel like a couple of those modifiers might work better as a multiplier rather than a straight addition, just my thoughts

Kristian Skistad

Do you need to complete all the research in a given technological age to advance to the next? Because it would feel kinda weird being a tribal society with access to ultratech just because you didn't research some props or something, which it seems is an issue this mod wants to address.

Qualli

Overall movement speed +3%

Qualli

Moodbuff +3