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Realism brings games to life.
It's a good idea, and probably worked well pre-2.2, but seems like it would require serious revision to get it working properly now.
It would also be fun to see the status: "Toaster: Playing: I am Bread"
:)
So a primitive empire exclusion would be great honestly, otherwise the galaxy becomes extremely devoid of them fairly quickly.
Primitive countries don't have food stock. If their food income are less than 0, the starvation event will be triggered. I figure primitives won't have less-than-0 income if I don't use any other mod, but other mods might create starved primitives, with lower habitability or food produce.
Would you like to consider, to exclude primitives on starvation events?
After all, primitives POPs won't grow or get starvation modifier. It is fine they won't be starved also, I think.
Thank you for advance.
When you run out of food for one month, you lose all your growing pops and they all start at the same time at 0 when you get food again.
So I propose to change the growth reduction to 99% (or 99.9%) so the growth stagnates but you don't lose all the progress just because you forgot to buy Food in the market.
Thanks for your work!
All the other things in this mod is working correctly, right? Outside of not using the declining mechanic.
Can you use some workaround mechanic? Like creating an "starving" job of the purge type on every planet when you are on negative food and removing the Job when the starvation stop.
Complaining that you can't purge as an egalitarian xenophile seems like wanting to have your cake and eat it, frankyl.
And "i would like a starvation mod that focuses on classic stellaria where people died on the planet lacking food, so i can purposefully starve a population and replace them with machines instead of spending hours switching ethos to xenophobe just to purge"
I wouldn't need to hope if they allowed people to use the beta menu to switch the version back to when starvation was individual planets.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202
Your scripts may be doing the wrong thing silently if you need to update them and don't.
My Stellaris main game language isn't English and because you mod archive has only <xxx>_l_english.yml file, all strings are displayed as '<code>_<name>_<something>'
Players who use non-English language would be very happy to see proper texts displayed in English at least.
Could you please fix this problem?
You can do it by: copy <xxx>_l_english.yml into <xxx>_l_polish.yml AND replace 'l_english:' to 'l_polish:' inside <xxx>_l_polish.yml.
Then repeat this for every non-English language.
Maybe you could create script to automate this proces to not forget adding missing translation files when you will update main <xxx>_l_english.yml files?