Stellaris

Stellaris

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Special Colonies Overhaul
   
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1.229 MB
21 Sep, 2020 @ 1:28am
15 Jul @ 3:36am
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Special Colonies Overhaul

Description
Resort, Thrall and Penal World Overhaul!

I expanded "Resort World Overhaul" concept for other special colonies. Yes, Thrall and Penal Worlds are overhauled also!
See "Features list" about its features.


1: Resort World
In vanilla, you can assign some hell-to-live planet as a resort and forget.
Are you satisfied with it? Doesn't want to grow the resort a little better?

If you are interested in better resort and its growing, try this overhaul mod.
Plan what planet to assign as resort. Shiver with envy at news other countries assign resort in first. And make great your resort world in galaxy!

2: Thrall World
Vanilla one is good for xeno-slavers, but overgrown slaves tend to drag your country as produce-almost-nothing Toilers. "Stopping slavery solves their suffering and your low-productivity issue"? It is right but not-want-to-hear thing...

3: Penal World
Stellaris 3.0 reinforced criminal factor. But I recommend some crime-overhaul mod (like "!Meaningful Crime Alternative (with even more Meangingful Crime)"), if vanilla crime is too little issue for you.


List of overwritten files and items.
- Special colonies capital buildings in common/buildings/00_capital_buildings.txt
- col_penal in common/colony_type/00_colony_types.txt
- Decisions assigning or abolishing special colonies in common/decisions/02_special_decisions.txt
- "can_species_procreate" and "species_uses_bonus_growth" in common/game_rules/00_rules.txt
- servant, overseer and slave toiler jobs in common/pop_jobs/00_other_jobs.txt
- Most items (exclude "uses_district_industrial") in c ommon/scripted_triggers/01_scripted_triggers_buildings.txt
- resort_colony and penal_colony in common/static_modifiers/08_static_modifiers_megacorp.txt
- special colonies techs in common/technology/00_soc_tech.txt
- event action.89 in events/on_actions_events_1.txt

Mod compatibility
- Work with "Splinter Colony Ver 4.0". The Ambassador announce about special colonies in the splinter colony.
- Work with "APSR: Anomalies, Planetary and Space Resources". Unique or Ancient Worlds can't be special colonies.
- Work with "EUTAB - Ethos Unique Techs and Buildings | Unofficial Update (3.9.X)". "can_species_be_assembled" game rule has both EUTAB and this mod feature.

- This mod will set "SCO_enabled_flag" global flag, when game started or a savedata is loaded. So you can check this mod is enabled or not.

For older version:
"SCO ver 2.8 legacy"
Popular Discussions View All (1)
0
21 Aug, 2021 @ 9:50pm
PINNED: Features list
FebHare
32 Comments
Wairui 22 Jul @ 9:27pm 
Thank you for telling me that your mod and Penal Colony: Enhanced are compatible. I haven't played them together yet.
Since you're best informed on Penal colonies, what mod load order should I use for your mod and the Enhanced mod?
FebHare  [author] 14 Jul @ 4:46am 
@Wairui sorry to miss about replying.
And many of your assessment are correct, but I doesn't overwrite penal_colony_other_planets static modifier and planet_jobs economic category.
Wairui 23 May @ 5:51pm 
Together with this mod, I like to use 'Penal Colony: Enhanced' from corsairmarks's Workshop. From comparing change lists between the two mods, they don't seem to overlap but am I correct in that compatibility assessment?

This mod replaces four game objects related to Penal Colonies:
decision_penal_colony - decision to enact a Penal Colony
col_penal - Penal Colony designation
penal_colony - static modifier for Penal Colonies
penal_colony_other_planets - static modifier that decreases crime on other planets
And it overrides three scripted triggers related to capitol buildings:
has_upgraded_capital
has_major_upgraded_capital
has_fully_upgraded_capital
And finally it overrides the planet_jobs (Jobs) economic category in order to create multipliers for
inmate production.
FebHare  [author] 22 Jan @ 5:31am 
@Inny [The Merger]
Sorry to replay, but I added @is_SCO_enabled scripted variable.
Inny 9 Jan @ 2:31pm 
Hello, can you please add a scripted variable for compatibility? @sco_mod = 1
Thanks!
X_Mangoose_X 17 Oct, 2024 @ 12:52pm 
Lol this mod is so essential that sometimes I forget that it is not part of the vanilla xD
FebHare  [author] 11 Oct, 2024 @ 7:02am 
I've put some updates for Penal Colony just now.
To be honest, I am not so convinced by the idea of dividing Penal Colony into two Designations (Servitude and Segregation). Should I re-integrated them, to make Penal Colony great again?
FebHare  [author] 20 Sep, 2024 @ 7:12pm 
@everyone
I am planning a change about Penal Colony, because Stellaris 3.13 brought many changes on it.
FebHare  [author] 9 May, 2024 @ 3:35am 
@ShinyNobody, Nezeltha, X_Mangoose_X
Sorry to reply too late. I didn't get new comment notices (did I missed some setting?).
As a hotfix, I add "fire_only_once = yes" to 6 announce events (each colony type has 2 events, with-envoy one and without-envoy one).
If 2 @tier5unityreward Unity is too much still, I will put more full-fledged fix.
FebHare  [author] 9 May, 2024 @ 3:34am 
@Azasuk
すみません、コメント通知が来てなかったので、今まで気が付きませんでした。
他のmodのアップデートもあるので対応はしばらく後になりますが、メッセージイベントのONOFFを管理できる政策を追加しようと思います。
OFFにしたらメッセージイベントによる報酬も消えてしまうと思いますが……