Age of Wonders: Planetfall

Age of Wonders: Planetfall

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tall empire (singular city support)
   
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2021 年 6 月 19 日 上午 11:10
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tall empire (singular city support)

描述
I have seen a few mods that try to discourage Colonizer spam. But each one merely shifts the problem, either by making the colonizers cost more, or reduce the places where they can colonize (like Return to Dust).
So, I set out to find a way to reward staying on a single city, opposed to expand as fast as possible.

Soon, though, I realized why there was no mod in that direction. Because it is damn hard to pull off. I had to repurpose the race relation system for it, actively gouging it into non-functionality.

So, this mod abolishes (due to necessity) the race relations, replacing it with a 'bonus' system when only having a single city.

- negative race relations have no consequences, but disable the colony bonus (friendly and adored still give unit morale, but everything else was removed).
- Accepted doubles your colony income, Friendly is 4x and adored is 6x.
- you start with 0 relation to your own race, and for each doctrine slot unlocked, you get a 100 reputation bonus, up to 600 (adored).
- each colony you possess reduce race relation to said race by 600
- conquering a colony gives a 3-turn lasting 600 relation bonus, long enough for the average race to raze the city.
- razing a city adds 200 to that race relation for 15 turns, elevating your relation to the next level.
- other actions do no longer change the race relation (includes migrating, declaring war/alliance/...).
- this includes the landmark doctrine, the Charismatic Trait and Disinformation Campaign.
These have their effects replaced:
-- Landmark Doctrine gives relation modifier for AI, morale bonus for troops and happines for cities.
-- Charismatic know the start positions of players and have a 200 relation modifier when interacting with AI
-- Disinformation Campaign reduces the relation with AIs by 300/100, as well as giving units -200 morale when being successful.

Sidenote: Happiness events were changed, first stage is always food, second stage always food or production, third stage is always knowledge, but also provides a passive boost to the other recources.

TL;DR: Race relation has no longer an effect, except boosting your colony productivity when having exactly one city.


EDITED PACKS:
Diplomacy (includes DLC 4 and 5)
HappinessEvents_Strategic
GlobalSettings_Strategic (the Happiness part)
Structures_Strategic (for the landmark doctrine change)
Perks_Background_Leaders (for Charismatic)
Shakarn_Operations_TechGroups (for disinformation campaign)
SpecialOperations_Skills_TechGroups (linking additional effects to the doctrine skills)


KNOWN ISSUES:
- obviously, the whole race relation system does no longer work.
- descriptions are misleading. At some point I will reform them. Maybe.
If you find any more issues, please let me know.
8 条留言
Estoc Bestoc 2022 年 1 月 14 日 上午 11:01 
Wow, i'm dumb, i just took a look and you are the author of both mods. So i basically just explained your own mod to you :boggart:

Also, just tested Expanded + Tall + Mountains Chasm Movement + No Forward Bases and the AI stays put, so that's a start though i was only 20 turns into that scrim.
Nordos/atord  [作者] 2022 年 1 月 14 日 上午 10:49 
regarding the extended sectors: It was a deliberate decision to not increase the amount of spezializations (which could have been done easily) to not be able to build all sub-specializations. It just felt like it would take away one of the choices that were to be had, and would have potentially allowed too many landmarks to be annexed. If you want, though, I could make a version which increases the sector limitation as well. Need to change a minor thing to make it a bit more compatible with certain mods that add new buildings to colonies. At least I think my change was superflous to begin with. Well, hope.

I am not at the PC that has the mod, though, so it may still take a while before I do anything...^^
Estoc Bestoc 2022 年 1 月 14 日 上午 9:59 
Edit: "giving [...]" is just too good, i dislike being forced to give up a potentially poggie sector for a Resi.
Estoc Bestoc 2022 年 1 月 14 日 上午 9:58 
I'm going to try out "No Forward Bases" together with "(Nearly) Impassible Mountains, Chasms...", maybe that will at least slow down the spread of the AI deathball. I do like your mod though, Expanded Sectors on its own felt kind of weird and i kept swapping between it, "8 Secorts" plus "4 Sector Specializations" but Expanded Sectors is just so good, giving all exploitations the extra annexation range from Residentials.
Nordos/atord  [作者] 2022 年 1 月 14 日 上午 8:11 
True, there could be a way to limit the AI to one city by making it not building colonizers. I am unsure if you can influence the AI to actually raze new settlements, though. Maybe. Haven't really looked into it
Estoc Bestoc 2022 年 1 月 14 日 上午 7:41 
The AI still spams colonies :(
Nordos/atord  [作者] 2021 年 12 月 11 日 上午 3:08 
well, depends. You can easily make a mod where you can't build a colonizer and can't include one in the loadout.
Forcing the 'No colonizer mode' for every planet may not be possible, though.
saga286 2021 年 12 月 10 日 上午 5:44 
This is a long shot. Is there any way you could make a mod that allows "No Colonizer Mode" in Empire Mode?