Stellaris

Stellaris

Special Colonies Overhaul
 This topic has been pinned, so it's probably important
FebHare  [developer] 21 Aug, 2021 @ 9:50pm
Features list
  1. Overall:
    • Prerequisite technologies will appear more often, and even more if you own more planets.
    • Designation decisions (like "Create Resort World") has less limits.
      • Small planets and habitats can be designated.
      • AI empires can build thrall worlds.
    • Events on designating or upgrading these special colonies, by yourself.
    • Events on designating or upgrading these special colonies, by other empires. You can be jealous or pretend to not jealous, if you are yet to have yours.
    • Events on conquering these special colonies. You can leave or abolish it special status.
    • English and Japanese are supported .Other language settings have fallback English text.
    • "News about foreign special colonies" Policy. If any other country build a special colony, do you receive the news? You can select from "Enabled", "Only Once" or "Disabled" options.
    • English and Japanese are supported .Other language settings have fallback English text.
    • You can detect this mod, with "is_ED_enabled" scripted trigger. It returns TRUE always.
    • You can detect this mod, with "@is_ED_enabled" scripted variable. Its value is 1, so "check_variable_arithmetic = { which = @is_ED_enabled value = 1 } returns TRUE always.

  2. Resort World:
    • "Create Resort World" Decision has even less limits.
      • Upgraded capital buildings are fine. The building will be converted to resort variant.
    • "Abolish Planetary Resort" Decision will convert the capital building to generic one correspond with numbers of pop.
    • Added decisions to add or remove "Atmospheric Aphrodisiac" planet modifier.
    • Resort World planet modifier effect is changed. While it won't give +100 Habitability and give fewer clerk, A new job named "Resort Visitor" (1 job per 3 Pops) will be given.
    • On "Resort Visitor" job:
      • brief summary: they consume more amenities and housing but provide amenities bonus and immigrant pull bonus on other planets. Grown resort planets (has many Resort Visitors) will have stronger bonus than vanilla resort worlds!
      • requirement: specialist, full citizen, need 100% Habitability on the resort
      • bonus and modifiers: +10 Happiness, +5 Amenities usage, +0.5 Housing usage, +5 Trade Value, +3% Amenities on other planets, +3% Immigration Pull on other planets, growth +1% if they have Decadent Lifestyle
    • "Resort System Capital-Complex", the third tier resort capital building (needs 50+ Pops).

  3. Thrall World
    • Create Thrall World Decision has even less limits.
      • Thrall-valid districts are fine.
      • Upgraded capital buildings are fine. The building will be converted to thrall variant.
    • Abolish Thrall-World Decision will convert the capital building to generic one correspond with numbers of pop.
    • If the country has slaver civic (Slaver Guilds and Indentured Assets), the half of Overseer jobs will be replaced to Clerk jobs, and non-slave (but enslavable) species can grow on the thrall worlds.
    • Only slave species and enslavable species can be assemble on the thrall worlds.
    • "Governor's Megacity", the third tier thrall capital building (needs 50+ Pops).
    • Shipping events, send Toiler Pop to other worlds with some job slots.
    • Adjustment on Servant job. Now it can't be taken on Thrall World.
    • Adjustment on Toiler job. Now Livestock slave can't take it.
    • "Breed Facility", new building. It requires thrall world and "Line-crossing policies for more births" technology (which requires Subdermal Stimulation tech and Cyto-Revitalization tech). The buildings add 3 "Breed Slave" jobs.
    • "Breed Slave", new job. It increase growth modifier and organic assemble modifier +10%.

  4. Penal World
    • Shipping events, send Criminal Pop on other planets to penal world.
    • On "Convict" job:
      • brief summary: Any numbers of Pops can take it, like Servant job. They produce some Consumer Goods like Artisans, but unhappy and produce crime (convicts need security, to prevent breakout).
      • requirement: worker
      • bonus and modifiers: convert 3 Minerals to 3 Consumer Goods (half as Artisans), -20 Happiness and -25% Housing usage (non-slaved citizen), -10 Happiness and -25% Housing usage (non-slaved Resident), +10 Crime.
    • Decisions to declare it as a penal for anti-government ethic. Its attraction on other planets are -15%, but +30% on the penal world. And +30 Crime. Factions with targeted ethic has -10 opinion.
    • "Penal Farm" building, add +0.5 food and +1 crime per worker. "Penal Mine" and "Penal Grid" buildings have similar feature.
    • If Penal colony owner is neither Oligarchic Override nor Oligarchic Supervision authorities, prison districts provide only 1 Enforcer job and Prison Master job will be added per 10 Pops.
Last edited by FebHare; 22 Jan @ 5:28am