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It probably won't break 4.0 but still best to disable it on 4.0.
So it does nothing now but I leave this mod as placeholder in case I would like to tweak something in the future.
If it's your main species and you colonize planets with it, planet should grow main species so it still gets growing bonus from trait. Idea is so that immigrants don't get too much priority.
It still wasn't solving the problem of species with mass habitability bonuses like Lithoids.
As soon as you get them they soon start growing everywhere.
So what I did is I made the growing pop selection more random, as the only way to counter Lithoid spam. So game likely disregards the number of current pops on the planet when choosing new growing pop, but it still takes into account their habitability. Species with low habitability are very unlikely to grow on the world.
What is also very important is that species still are 100% guaranteed to grow on their homeworld, and founder species is still 100% guaranteed to be assembled.
I also removed the 10% penalty from force growing of needed species.
makes sense! thanks
Notice: This mod works perfectly fine in 3.10, however you should update the .mod and descriptor's supported version to "3.*.*" to avoid outdated mod warnings. Just a recommendation though, love the mod, wish you a good day.
Overall minorities still will grow even if with lower habitability. Mod just tries to keep the majority species the same. Anyway it's not worth to start a new game just to use this mod.
I'm so tired of having to play as a xenophobe every game to avoid this idiotic game design.
This happens when there is not enough random selection.
I set 1 which is lower then 10, we'll see how it works.
Still, thanks a lot!
this should improve the selection
If it doesn't, I'll provide alternate defines to you for further testing
My ideal vision is basically most of sci-fi works of fiction - government has 50% of their demographics being original species, maybe 70 in some cases
And whoever is on colonising ship should be 70% of the planet population. IF that kind of tweak was possible, it would be amazing, cause now I still have to use growth policy to make my original species grow somewhere apart from main planet(
We don't know the internal algorithm, and playtesting takes a lot of time and is often inconclusive, i.e. it works in some playthroughs and doesn't in other.
The mod more or less works for me.
In my current game I've got 131 founder species out of 289 total pops which I consider ok.
At this point I'm pretty sure that at least two things always work as intended -
1)original species grows on their homeplanet
2)bio-ascended empires will assemble only founder species pops.
So, the mod is still able to improve at least something. You can tweak the defines yourself and see how the pops are growing in your game after this.
It probably works (hard to tell 100% because it is not something easily defined), I think the reason why my main species are around 40-50% on planets are because of my robots that are constantly created
This includes the pop assembly and Lithoid growth which has been an issue in earlier version.
Currently everything works really nice.
Fixed intending and added new defines. The idea is that only founder species will be assembled automatically.
NEW_POP_ASSEMBLY_TRAIT_MULT = 2 # Extra weight per trait point for assembled pops
NEW_POP_ASSEMBLY_FOUNDER_SPECIES_MULT = 20 # Extra weight for a country assembling its own species if it can
If this doesn't work, tell me.
I dunno, they are already indented for me? Would be awesome if you release the mod separately, or explain it again, for dummies
Can you help me "fix" this mod somehow? It is awesome, but sadly outdated