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If you are using the Outlanders mod (or any mod that adds a NEW kind of dwelling other than vanilla) obviously Nordos wouldn't have touched it.
Considering that each sector/settlement/whatever will only ever add +1 sector, you are always only ever going to be +1 sector ahead of running out.
I'll also have to check but some modifications to Therian and Heritor or other "dwelling" sectors by other modders might do something that throws this balance off too. But if it helps, check if you're running out of sectors to add has something to do with adding in dwellings vs landmarks and normal sectors.
- residential sectors have an attribute called 'annex range' and 'increase annex count'. Basically, if you build a residential sector, it increases the annex range (baseline is 1) and you unlock a new sector to annex (baseline is 4).
- I added these attributes to the sector structures themselves. now, whenever you annex a sector, even without specialization, it will work as a residential sector. As such, you can expand endlessly, as long as you have more population.
I didn't touch the attribute that tells the game how many additional pops it needs to unlock a new sector, though (IIRC anyway). So you still need 4 new pops before you can annex a new sector. It doesn't matter which specialization you use, though.
Do you use any other mod? Any mod that changes the sectors will be incompatible.
There also is, as I mentioned, a bug that sometimes make sectors not annexable until it somehow gets refreshed.
It may be that it does require the DLCs to work to begin with, though.
TL;DR: the DLCs changes are only necessary if you actually have the DLCs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2746874108
That version does not have unlimited Exploitations, though.
I thought the residential would work differently, but of course it would need to get its own sectors before you can get additionals, and since the last 2 sectors were at 100 pops, you were not able to get new ones before reaching that point.
Anyway, commenting that under the Population mod would have been a bit better so that I don't get too confused :P
24 + 76 = 100
Need more testing... On it...
Well, if you CAN'T annex anything anymore, you can't get slots that way either...
- you reached the pop cap. Pop cap is determined by the amount of your workers. It basically is the accumulative of all worker spots.
- you have, due to having enough pops, not reached the sector limit.
- annexing a new sector would allow for more workers, which allows for a higher population cap
- you are unable to annex more sectors, due to the vanilla(?) bug.
- because you can't annex a new sector (even though you have annexing spots free), you don't get additional worker spots, and thus your population cap stagnates.
What you basically need, would be a repeatable upgrade that increases worker slots. Dunno if thats possible, never tried to do it.
Maybe I will have to ditch this map and start again... I guess I can "freepop" my way to 100, stop growth of population, and see if I can still make new sectors. Just to test if that would work.
I sometimes was able to circumvent it by either annexing something nearby, loading, or building a forward base...
Are you at 'maximum' annexable sectors as well? As I had written, there is sometimes a bug that you can't annex regions that you ought be able to annex (and I have no clue how to fix that)...
Thanks a lot
So, at least that. From what I tested anyway (I had over 30 sectors with 18 pops)
I added a new version with that 'feature'. If it doesn't work outright, you may need to burn down one sector and re-annex it. Try that at least.
Is the 542 the cap, or is the cap higher, but your pops don't go over 542?
When I tested it, after reaching a certain size, my city decided to sell all food, even though pop slots were still open. I do not think this happened to you, but I wan to be certain.
Not sure where the sector to pop is tied to (I know the initial ones, which are, again, in the citycore, but not the logic behind the additional sectors due to residentials)
Thank you very much!!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2755307106&result=1
Please test whetever it works. Thanks.
It is actually not hard to change the population cap. The reason I did remove this feature was, because it tends to clash with other mods (any mod that adds new buildings for the city, for example). Reason for that is, that the colony core has a LOT of things you can change ... and only one change takes precedence (so sadly even if I only change the cap, it will still overwrite the changes from, lets say, Adventure Mod).
I don't think there is any other way to overwrite it, not as far as I can see. If you really want it, I can make a very, very, very small mod that merely changes the population cap.
@ohalucky:
It is possible. I ... kinda did what you want, but as a prerequisite instead of being the objective itself: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2521313374
can you try it again?