Population Option mods? (Full Version)

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Lord_Asmodeus -> Population Option mods? (6/25/2015 5:37:14 AM)

I was wondering if there were any mods (or if it's possible to do without a mod) that change how certain population settings work, in particular I was wondering about the enslave option. It seems really sub par, and I was hoping to go with an "evil empire" sort of thing that enslaves other races, but it doesn't really seem workable since the enslavement option has such negative effects especially the 0% population growth. Is there any way to change or offset this with a mod or something, or is it just baked into the game and couldn't be changed without serious effort?




DeadlyShoe -> RE: Population Option mods? (6/25/2015 5:50:35 AM)

No, none of that is moddable. A lot of factors in the game encourage mixed-race empires, to the point that they are mandatory to be competitive. Large enslaved populations do give you a gdp bonus though.

There are a handful of mechanics that discourage them, though. I believe races get happiness penalties from wars with empires of their race. Some races also get Xenophobia events (such as the Haakonish) which heavily discourage mixed populations. And of course, enslavement is a victory condition for some races.

There's at least one race that gets +growth from exterminating, I don't remembec which one.




mordachai -> RE: Population Option mods? (6/25/2015 3:55:34 PM)

You can definitely mod a race's preferences and bonuses for enslavement preferences.




Tehlongone -> RE: Population Option mods? (7/29/2015 12:30:30 PM)

I would also love improvements for that policy, while it does offer a GDP bonus it also reduces approval and makes it difficult to tax them at the same level so often the GDP actually goes down. As for growth I'd say 1% would be far more reasonable or 0.5% or whatever.

I still make use of the policy but I'm aware that it's almost always a worse option than not, still it makes sense for RPing, if you pretend that there is some sort of benefit. Otherwise the only thing that comes to mind is using it to stunt growth and encourage decimating rebellions to emulate the extermination policy and train your troops with lesser reputation loss.




Cauldyth -> RE: Population Option mods? (7/29/2015 9:37:50 PM)

What I've always wanted is for race policy to affect the success chances of espionage operations against you. If you're a society that allows all sorts of random races to walk your streets freely, you should be much more susceptible to infiltration by enemy agents. If you're a society where other races are highly restricted, then those enemy agents should be much easier to spot.




Seraph86 -> RE: Population Option mods? (7/31/2015 10:30:50 PM)

just make a penal colony....you can still RP an evil race, colonize like a really ****ty planet and make a penal colony out of it aka shipping all the other races there and enslaving them there :3. this way this penal colony gets growth from the other planets and all your real colonies stay pure [:D]




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