Dominions 6

Dominions 6

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Normalized Capital Population Growth
   
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2024 年 3 月 20 日 上午 9:45
11 月 8 日 下午 8:10
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Normalized Capital Population Growth

描述
This mod normalizes the starting population growth variance from terrain types in capitals. It does this by firing a turn 0 event to add population growth modifying sites to capitals that require them.

With this mod Yomi and Caelum will always start in a highlands province, changing their province to a highlands if necessary.

Currently events that target cave forests and deep seas are bugged in vanilla and thus this mod changes your capital to a normal cave or a normal sea if you start in cave forest or deep sea respectively.

If the terrain for a overland land province changes, it destroys this site, try not to let your capital be turned into a wasteland by Ermor, it may harm your growth. Currently not working for lost land provinces (although they have 0 population so it doesn't really matter)

It also includes a separate mod called "Normalized capital population growth R&M" that adds sites to normalize the population growth from rivers and mountains in capitals. Although this mod can be used alongside or if desired alone from the terrain mod oddities with the games inability to tell the difference between a highlands province and a mountainous province this may give a small (+0.1%) pop growth site to Yomi or Caelum that they do not need.

Ideally this mod should be compatible with most other mods, highland starting nations had to be hardcoded to force them to start in highlands with a site and in vanilla there's no way that I know of to change the terrain of a cave province so changing cave province types or modded highland start nations are not included in the mod, so be aware if you play a mod that adds such things.
16 条留言
Criptfeind  [作者] 12 月 6 日 上午 9:57 
Yes, DE does this itself (in a somewhat different way, but basically equivalent). I wouldn't suggest you use this mod with DE.
gavinfoxx 12 月 6 日 上午 5:45 
Is this already fixed in Dominions Enhanced? Is this compatible with Dominions Enhanced?
Criptfeind  [作者] 11 月 8 日 下午 8:34 
I've added the ability to start in non forest cave cave types and non deep sea sea types, as only those two types are bugged. In a recent dominions update Yomi and Caelum have been given the ability to start in highlands, abet inconsistently as the game can't tell the difference between a highlands and a mountain. I've made it so they ALWAYS start in highlands (and might start with a border mountain like any other nation) and get an appropriate site. Back to hardcoding sites for specific nations, which isn't good for modding or for compatibility with R&M but it's either that or delete highlands when a nation starts on them, which I think Yomi requires it for their better freespawn, so that's a bad option.

I've looked though a bunch of other nations trying to find ones other then Yomi and Caelum that can start in a highlands but I've been unable to find any that do, if anyone knows of any other nation that does, please tell me.
Ddraig Lleuad 2024 年 12 月 28 日 下午 4:44 
Sounds good, the children yearn for the mushroom mines!
Criptfeind  [作者] 2024 年 12 月 28 日 上午 10:47 
Thanks for the heads up, I've not played dominions for a while (tis a busy time of the year!) so I missed that balance patch. I notice that the various cave province types have been added into event commands which would allow me to not remove the starting cave type. However forest caves appear to be broken. So right now I'm pushing a small update to fix the base cave site, in future if the forest cave command is fixed I'll likely do a proper update so people can have their special cave type capitals.
Ddraig Lleuad 2024 年 12 月 27 日 下午 4:23 
I think this needs an update, caves have -0.4% growth now and the site this mod generates is only +0.2%, I assume it changed with the recent cave population rebalancing.
Criptfeind  [作者] 2024 年 5 月 2 日 上午 9:39 
Ah. I've found a solution, of course. I can't make the event recognize what the terrain of the province is, but I CAN transform the capital into a normal cave, so it's always right. I think that's worth doing. It's sorta fun to start in random terrains in your capital, but dom6 did away with that for most nations already and this mod is suppose to even out everything regarding starting terrains.
Criptfeind  [作者] 2024 年 5 月 2 日 上午 8:50 
I've got an update ready to go that makes swamps nation agnostic and various other cleaning up and making the mod better things I've been putting off (like #notext) I've been fooling around with removing the sites when the province terrain type is changed. It doesn't work when the provinces are lost landed. Something about being underwater causes issues with the event recognizing that the terrain is wrong now.

So, mechanically, this doesn't matter. Lost land puts the province at population 0, so it really doesn't matter that a random site is sticking around. Turning them into a wasteland DOES work, so where it matters it works. On the other hand, it's ugly as hell :P

Caves and deepsea still ♥♥♥♥♥♥. Still afaik no way to fix this. I reported it in the same post I reported swamps being broken but it wasn't fixed, so I don't hold much hope.
Criptfeind  [作者] 2024 年 4 月 17 日 下午 4:18 
I guess I could add an event to account for that eventuality if people think I should. I guess it'd be weird to lost land someones wasteland capital and now suddenly it's got a floating oasis giving growth.

Rumor is that req_swamp is going to get fixed soon, so I'm planning on updating the mod at that point (although that update would just be uncommenting the code that should make the mod work in swamps) and could throw in events that remove these sites if the province undergoes a terrain change. Does anyone have any opinions on if I should or not?
Demonsthenes 2024 年 4 月 17 日 下午 3:00 
I guess an interesting consequence of this mod is that a nation with a forest start that gets their capital turned into a waste via second sun has a Growth scales site, whereas one that started with plains does not.

I guess that's for Illwinter to fix though.