ENDLESS™ Space 2

ENDLESS™ Space 2

Populace Control
29 Comments
Sin K 14 Jul @ 12:58pm 
Does this mod still work ?

If it doesn't, is there a replacement somewhere ?

Does ESG include it ?
Darktrooper119 4 Aug, 2021 @ 9:01pm 
makes heroes bug out for some reason, soft locking the game when applying skill points
animecentral 16 Oct, 2020 @ 3:48pm 
Unfortunately this causes game to freeze after roughly 19~ turns when used with the community balance patch in any order. Have tested extensively, though I still don't know what causes it. Otherwise, great mod.
NoSanaNoLife 27 Sep, 2020 @ 9:03pm 
1. I would also like to see a collab to make this work with "Endless Legend Populations"
2. I think an alternate version where there is a small penalty of some sort would be good, it does seem to be a little bit too easy.
Kaito Gillscale 16 Sep, 2020 @ 4:18pm 
Would it be possible to set up a mod where you can exile population? Like...on the screen where you can encourage reproduction for pop in your empire, there's a way to make them undesirables so they eventually are all removed from your empire over the course of...say...5-10 turns? Not sent to another planet, but just disappear from the game all-together on systems I own. I specifically want this for when I play Riftborn, since 90% of all minor pop and other factions' pop use up food and that just annoys me. I don't want to have to be religious to enact laws like this, so a mod that does the feature would really make me (and quite a few other people on the forums) happy.
darthdud0 10 Sep, 2020 @ 1:24pm 
this mod is cool, i would love a separate version of this that worked with the "Endless Legend Populations" mod.
Captain Cobbs 8 Jun, 2020 @ 10:24pm 
🤔
Litcube 28 May, 2020 @ 11:31pm 
Just a thought: The mod "Endless Legend Populations" by Captain Cobbs is pretty neat. It would be double neat if your mod supported that mod too! Just a thought! Rad mod!
Incorporeal 3 Jan, 2020 @ 5:26pm 
To be clear, I'm not asking you to do it for me or anything, I'm asking for the information on how to do it myself.
Incorporeal 1 Jan, 2020 @ 4:50pm 
Out of curiosity, how much of a challenge would it be to modify the files (for my own personal use, not to redistribute) in order to add new populations to the ones able to be cloned/converted/etc? What would that process be?

I just ask because I'm using the mod "Endless Legend Populations" that adds all the Endless Legend civs as minor factions, and it would be nice to use this mod on them as well.
tygart  [author] 26 Feb, 2019 @ 5:46am 
This mod does overwrite one important descriptor "ClassColonizedStarSystem". It doesn't alter it but adds the queued variables to prevent a population from being over queued. I tried making the mod without overwriting that descriptor, but wasn't able to make it work. Enhanced space 2 definitely overwrites it. I'm sure many other mods do as well. My only solution for you is to copy the queued variables in my descriptor and paste them into the mod that overwrites them and load that mod last. I put them at the beginning of the descriptor to make it easy to find. Sorry, that is the best I can do for you.
Tanstaafl 24 Feb, 2019 @ 6:15pm 
I had no problem with the "Wrath of the Righteous (Purification Actions)" mod but this mod adds bogus entries to the construction queue (of what was built the prior turn) that are marked with a red ! as not possible, and can't be deleted. If I move them to the end of the queue they are automatically moved to the front of the queue next turn. That makes this mod unusable. Which is a shame because I was looking forward to a easy way to get rid of other pop. without having a religious government.

I was using about a dozen mods including the enhanced space 2 mod. Perhaps the latter is incompatible with yours?
Evgenich 23 Feb, 2019 @ 5:52pm 
Thank you tygart! This is a great mod. And it makes ES2 much more playable for me.
Engineer 21 Feb, 2019 @ 2:34pm 
The last update fix it:D Thx)))
tygart  [author] 21 Feb, 2019 @ 12:30pm 
The mod doesn't change anything with minor factions. It just affects minor faction populations already in your empire.

In my games where the assimilate option is greyed out, it's usually because the minor faction is allied with another empire.
Engineer 21 Feb, 2019 @ 11:14am 
When I press on the menu of diplomacy with the minor faction assimilate, the opportunity to do anything at all disappears, it is impossible to save the game, select something in the construction menu, etc.
Sorry for my English
Ash 11 Dec, 2018 @ 3:58pm 
Great mod!
Golden 24 Nov, 2018 @ 1:37am 
Thank you for all your help! It's working great now, and soon the galaxy shall be filled with minor factions!
tygart  [author] 22 Nov, 2018 @ 12:22pm 
@Golden Thanks for spotting this bug. Harmony should be working now.
Golden 22 Nov, 2018 @ 2:56am 
This mod has been absolutely wonderful for me. If I wanted to work on diversifying my empire before I'd need to use separate systems to get more of specific populations. And even then I'd need to move large sections of the population around over many turns.
Thanks to you I can now send out a few units and create a full plan for my empire with great ease.

I've noticed that this mod doesn't allow me to control the Harmony population. Could this be a bug or is it simply not supported? Knowing me it could easily be an issue on my side.
tygart  [author] 4 Oct, 2018 @ 3:52am 
@Mr. Blue. All this mod really does is add control to a system largely rulled by rng. The scenario you describe for Horatio is how they work with or without this mod.
Mr. Blue 3 Oct, 2018 @ 7:20pm 
Wouldn't this be over-exploitable for the Horatio? Just looking at this, I could collect 1 of each minor faction, do small raids on each major faction, and suddenly be able to splice ALL of them with time.
eldrazi25 24 Sep, 2018 @ 5:57pm 
Finally my Intergalactic colonies can be filled with soy boys.
Sash13 24 Sep, 2018 @ 3:46pm 
Nice thing, of course, being perfect like a Horatio has no need for such a things, but awesome regardless.
Alistair 24 Sep, 2018 @ 6:05am 
SOYLENT GREEN IS MADE OF PEOPLE!!!
tygart  [author] 10 Sep, 2018 @ 6:42pm 
I made the changes. For the Vodyani, I just changed the tooltip to reflect an exchange of "Essence" rather than "Genetic Material". I don't think dust or influence can be used as a construcible resource cost. It might have something to do with the buyout feature. For the Riftborn, they now have a production cost that inceases with the population and no poulation sacfifice as you mentioned. Thanks for the feedback.
Varrgas 2.0 10 Sep, 2018 @ 11:12am 
Just an idea, but what about dust for the vodyani, after all they have a special affiliation with the dust and ar religious with a mechanics about essence and nobody except them can collect it.
That why i think about dust.
Or maybe influence ?

If you choose to make the riftborn need industry, maybe let them with 1 or 2 turn, and using all the industry of this turn, what did you think ? maybe without the sacrifice ?, but that sound a little too powerful, the cost for them musn't be lower than the for the real Riftborn faction.

Just some idea
tygart  [author] 10 Sep, 2018 @ 2:18am 
Hi, The sacrificed population is always your factions Major population. Also, the population icon should show up in the lower right corner of the tooltip.
You make a good point about the riftborn and the vodyani. For the riftborn, I could just make them buildable for a production cost. I'm not sure about the Vodyani. I had to add them since they are a curiosity reward. I was just treating them like a minor race that learned to survive on system growth.
Varrgas 2.0 9 Sep, 2018 @ 6:51pm 
Hi, very interesting mod.
There is a way to make a choice of what type of faction we want to sacrifice or not ?
i don't know yet, but the cost for Riftborn cloning seems not balanced, or strange, imo the number of turn can be increased, with less resources needed maybe ?
But that style weird to sacrifice a vodyani to make a riftborn, that sound weird for men riftborn aren't organic.