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The "new game" settings are being properly set by this mod, and the population growth seems to be stable month after month, meaning there is (apparently) not an increase in pop cost.
However, I'm not sure what they changed, or if the pop formula was changed in a way that requires fixing the mod considering the way population is handled now (i.e. 100 pop being generated per month vs 1 pop per cycle), I'll dig into it a bit.
Regarding the rogue servitors/mechanical pop, there's not much I can do to change how pop cap works if the game considers both pop types to count for the same pop ceiling, I'm not changing the code to make it two separate ceilings in this mod.
All population types SHOULD receive the same boosts, as the values changed are the ones on the settings menu when creating a new save, unless the devs changed it again in a later update. I do know some mech vs organic pop mechanics are different, but I recall some of the growth mechanics being merged at some point, maybe they were separated again so growth now acts much more differently for each... I'll have to take a look into it.
Sadly, at the time this mod was created, there is nothing I can do (by only changing variables) to fix the pop cap being shared by all pop types in each planet, as the formula to calculate growth is tied to the size of the planet, all I can do is change how fast the population grows or not.
I'll try to come back with some news on this as soon as possible
This mod works great, in most cases. In one, it doesn't seem to quite work... not as intended, but it leaves another feature harder to use in an unintuitive way.
With rogue servitors you have two races with widely different castes, and ideally want both growing. Normally, this just works, with bio-trophies growing at 50% the rate of an ordinary organic species, but not competing with mechanical pop growth. With this mod, both mechanical pops and bio-trophy pops count towards the same total, which is then applied as a penalty to both of their growth, with a net result that bio-trophies have very little to no growth.
This isn't immediately obvious unless you spend some time watching the pops window, but it's pretty noticeable when you hit 2240 and still only have your starting population of bio-trophies, not having gained a single organic pop.
In the majority of cases, this is good behavior. If you're both assembling and growing pops outside of a Rogue Servitor empire, chances are both do the same thing, and it's intended for growth to slow when there's a bunch of pops. And if you're hyperspecializing pops enough that it does matter, it's not too hard and arguably more optimal to specialize planets to those tasks and sort pops that way.
In the case of Rogue Servitors, while having a planet specialized to making bio-trophies with minimal robotic presence could work to get around this, doing so is deeply unintuitive because doing so goes against the fantasy of the rogue servitor.
So I ask. Would it be possible to, for specifically rogue servitors, track mechanical and biological population separately, and apply pop growth/assembly reduction to that category according to the number of pops in that category?
I'll add a comment on the description notifying this works on existing saves as well!