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Colonizers - no loyalty penalty for the number of cities (updated for P&I)
   
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1 月 30 日 下午 3:36
11 月 15 日 上午 7:19
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Colonizers - no loyalty penalty for the number of cities (updated for P&I)

描述
A couple of changes to allow you to recolonize the fallen world. Have more cities, though cost of their development has been increased.

Since loyalty and colonization works differently for Emulated Mind and Untold Prophet they are done a bit differently. More info below.

Changes to all factions
For all factions Loyalty Penalty for the number of cities is 0. The costs of creation of the city is increased and also some food and energy is required. All factions pay more for the population capacity building. All factions start with double number of units (that means also an extra engineer). Engineers are available on 2nd level of tech. Headquarter building has higher production of Minerals, Food, Energy and Influence so founding of the new city does start bringing resources back quicker.

Extra units can cause a bit of a crunch with resources at the beginning of the game. Each faction gets some extra resources according to its default affinity:
  • Pure: +10 Food & Minerals
  • Voice: +10 Algae
  • Cyber: +10 Chips

NOTE: as far as I see the "Starting Resources" setting in the game setup does not work, so there is no way to increase resources just with it.

Changes to specific factions
Untold Prophet now increases Loyalty for each city (after the first). 2 points at the start later raising by +1 for each of its special techs.

Emulated Mind starts with 1 Engineer and tripple combat units. It can now build more cities, the cap is 3 cities for anything built with an Engineer. Emulated Mind suffers the standard 6 point Loyalty penalty. It gets the mega-canon on each city Headquarters. It does not pay increased cost for the population capacity building.

AI doesn't seem to be aware that it can build more cities with Emulated Mind. I don't really see anything in the files but I will continue testing with this faction as AI.

Minor changes
I wanted to make rocks feature removable, but I couldn't find a way to do so. So instead they no longer take 1 building slot.

Updates
  • 2025.11.15: Updated the files for the latest DLC.
  • 2025.09.22: I decided to make a bit of a change for Emulated Mind. Instead of unlimited cities with double lyalty penalty now you can build cities with Engineers with a normal penalty as long as you have less than 3 cities. There is also a quest that allows you to build one more city.
  • 2025.06.28: Updated for the The Twisted & The Hollow DLC and later patches. New lists for units reflect current starting composition from vanilla. New leaders added. There were a number of changes in the faction files that are now included in the mod and previously would be lost. Update to starting resources.

City icons created by Freepik - Flaticon
18 条留言
swat  [作者] 11 月 15 日 上午 8:09 
OK, I just subscribed to my own mod and it works fine when downloaded from the workshop.
swat  [作者] 11 月 15 日 上午 7:35 
I updated the mod to include new leaders and some small changes that most likely are bug fixes on developer side.

Strangely enough the mod stopped loading on my machine, it is there in the menu but it is automatically disabled when I load the game. I copied the files to another folder and from there it works as expected so the files are fine.

Please tell me if it still works after the update on your side.
swat  [作者] 9 月 22 日 上午 2:01 
Yes. With exception of Emulated Mind.

> All factions start with double number of units (that means also an extra engineer).

This is so you can have a second city quite early.
CrazyDave 9 月 22 日 上午 1:07 
Is this mod intended to have 2 engineers a double vanilla units at the start?
swat  [作者] 7 月 7 日 上午 11:12 
That is interesting to hear it crashes in multi. I will try to think what could potentially create a desync here. I assume some sort of a desync would be most likely what happens.
RoseyOmega 7 月 7 日 上午 3:08 
thanks for the info though, i was trying to look at it like gladius and was looking for world files
RoseyOmega 7 月 7 日 上午 3:06 
only in multi as far as i know, my single player game got to turn 150 with no problem
swat  [作者] 7 月 7 日 上午 1:42 
The parameter is part of Headquarters. Data\World\Buildings\Headquarters.xml
<cityLoyaltyUpkeep base="0"/>

Changing only this will remove any benefit from the special trait of Untold Prophet but I guess if you want to play it safe and otherwise it crashes then it is worth a try.

Does it crash only in multi or also in single player?
RoseyOmega 7 月 6 日 下午 9:05 
Your mod is perfect for me and my buddy, but is there any chance you can share how you changed the loyalty for cities alone? we only run this mod, and seem to crash about turn 50 or so if we are running only this mod. so I would appreciate a way to just change the loyalty and nothing else.
swat  [作者] 6 月 28 日 上午 7:00 
Updated, have fun everyone.