A Simple mod that lets you plan your Pop growth on planets, by allowing you to queue up the normal growth for the cost of food to the specific tiles you want that pop on. (just like Robots)
Allowing you to much easier micromanage multiple species on the same planet.
Pop Control will also remove queued buildable pops as well as normal growth, instead I've added a new free trait "Birth Controlled" that can be selected from start or gene modded into species later on. With this trait the natural pop growth will be disabled, and instead the species can only be build via buildable pop menu, on a shared queued with other species and robots.
Planet management has never been easier!
KNOWN ISSUES:
* All available species in your empire will be available from the list on all planets, but only planets that already has atleast 1 pop of this species will be able to be build on that planet. (If you try to build any other species on that planet, they will be removed at next "month tick" by the game. I've not found a way around this yet.)
UPDATE 2018-06-01:
Improved to only show pops of already present species classes in the list, still not perfect but better than before.(thx! @cray935)
Investigate if Pops that doesn’t already exist on the planet can be hidden from the Buildable pop menu.
Possible to turn off natural growth for species, but keep Buildable pops queued? SOLVED
Gamebalance?
Create a pre-defined bio slave similar to the robot? (Could be used by empires who doesn’t like robots)
Allowing you to much easier micromanage multiple species on the same planet.
Pop Control will also remove queued buildable pops as well as normal growth, instead I've added a new free trait "Birth Controlled" that can be selected from start or gene modded into species later on. With this trait the natural pop growth will be disabled, and instead the species can only be build via buildable pop menu, on a shared queued with other species and robots.
Planet management has never been easier!
KNOWN ISSUES:
* All available species in your empire will be available from the list on all planets, but only planets that already has atleast 1 pop of this species will be able to be build on that planet. (If you try to build any other species on that planet, they will be removed at next "month tick" by the game. I've not found a way around this yet.)
UPDATE 2018-06-01:
Improved to only show pops of already present species classes in the list, still not perfect but better than before.(thx! @cray935)
TODO:
Investigate if Pops that doesn’t already exist on the planet can be hidden from the Buildable pop menu.
- find the correct scope; is it possible to scope the planet? Pre-scripted once only use empire scope. Is it possible to scope the species we are about to build? No similar function exist pre-scripted
- find the correct condition; any_pop = { species = ???? } No similar function exist pre-scripted
Possible to turn off natural growth for species, but keep Buildable pops queued? SOLVED
- game rule can_pop_procreate turning false will also kill queued pops, not only natural growth.
- robots seems to get around this by the species being defined as it can’t grow. (But can still be queued). UPDATE: Robots are allowed to grow with pops_auto_growth = 1.0 modifier, still pop control will kill queued pops.
- possibly events could be scripted to change species definition to mimic robots, more investigation needed. UPDATE: Got it working using a dummy event and species scope, that will affect the same species in other countries tho, need to rewrite it with pop scope, probably creating a new sub-species for your country that can have different attribute settings. SOLVED: Added a new free trait that controls this.
- possibly pre-defined species such as syncretic evolution slaves could be defined to mimic robots. UPDATE: Using pops_auto_growth = 1.0 combined with pops_can_reproduce = no, they will mimic robots.
- possibly a third population control option could be created that will trigger the event above, but keep game rule can_pop_procreate to true. UPDATE: seems to not be possible, but solved via the new free trait.
- Should create a new icon for "Birth Controlled" Trait
Gamebalance?
- adjust the food cost, is 50 food balanced?
- if normal growth is turned off, should queued pop be cheaper? UPDATE: added a 50% cost reduction with the new trait. Balanced?
- should be locked behind Cloning technology? (suggested on steam @Ouranos)
- making bio pops mimic robots will make all those species share queue (just like different robot species does), if normal growth are turned off, should you get compensated with faster buildable growth/less resource req?
- The normal planet growth time increasing formula is removed when using the trait, and pops are instead reduced to flat 25 growth. To compensate I've set it at 0.5 growth/month currently.
Create a pre-defined bio slave similar to the robot? (Could be used by empires who doesn’t like robots)
- out of scope for this mod? Maybe a sub mod.
- possible to make the AI use it relaibly? Not sure how/if AI can be controlled to build pop.
- backstory that makes sense?
- gamebalance?
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