Modding Requests/Suggestions megathread

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Mitchz95

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I don't have the game at hand to compare with existing event scripts. Did you try a loop to select a ship of a given class in the fleet, then save it as an event target, and try to create a new fleet and affect this saved ship to it?
Again, I can't find an effect to move an existing ship to a new fleet.
 

malakhglitch

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Again, I can't find an effect to move an existing ship to a new fleet.

Wait, which ship is this? The ones I know that cannot be merged are the gas giant cruiser, the salvaged submerged cruiser, 4H4B, and the warform.
 

Mitchz95

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Wait, which ship is this? The ones I know that cannot be merged are the gas giant cruiser, the salvaged submerged cruiser, 4H4B, and the warform.

The ship type doesn't matter. I'm trying to write an event that moves the target of the event, which could be any existing military ship owned by the player, into a newly-created fleet.
 

rubert

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Does anyone have any recommendations for a Synthetic Ascension mod? Either just some minor improvements (tradition swaps for example) or a larger mod like the Forgotten Queens is for the Hive Empires.
 

Jeffreyteciller

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I just had the worst mod idea ever: a civic which makes your entire society based on clerks. Right off the bat, all planets get +2 clerks, but the more you play, the more options of unlocking clerks become available. All tradition trees will now give you more clerks in some way, like +1 clerks from mining districts, or +1 clerk per research building. Technologies focused on other jobs instead just give clerks more powers, so instead of “+20% minerals from miners”, you get “clerks produce +1 minerals”. Instead of assault armies, you build clerk armies. Eventually, all pops will just be clerks, and all resources will be produced by clerks, as all other jobs will have been made obsolete.
 
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malakhglitch

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I just had the worst mod idea ever: a civic which makes your entire society based on clerks. Right off the bat, all planets get +2 clerks, but the more you play, the more options of unlocking clerks become available. All tradition trees will now give you more clerks in some way, like +1 clerks from mining districts, or +1 clerk per research building. Technologies focused on other jobs instead just give clerks more powers, so instead of “+20% minerals from miners”, you get “clerks produce +1 minerals”. Instead of assault armies, you build clerk armies. Eventually, all pops will just be clerks, and all resources will be produced by clerks, as all other jobs will have been made obsolete.

Huh. I was going to say 'don't be too hard on yourself.' but after reading through it... yeah, one of the worst mod idea ever. :D
 
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malakhglitch

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More Unity Ambitions please. There just isn't enough of them (or I have way too much Unity by the time I finish all the Traditions).
 

mial42

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Request: Add more economic categories to the base game. These ones in particular:
Code:
#Vanilla Categories Here
planet_farmers = {
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
    }
}

planet_livestock = {
    parent = planet_jobs
    generate_add_modifiers = {
        produces
    }
}

planet_technician = {
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
    }
}

planet_researchers = {
    icon = "job_researcher"
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
        upkeep
    }
}

planet_metallurgists = {
    icon = "job_foundry"
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
        upkeep
    }
}

planet_artisans = {
    icon = "job_artisan"
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
        upkeep
    }
}
Code:
#Suggested Changes; Mostly just adding add modifiers
planet_farmers = {
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
    }
    generate_add_modifiers = {
        produces
    }
}

planet_livestock = {
    parent = planet_jobs
    generate_add_modifiers = {
        produces
    }
    generate_add_modifiers = {
        produces
    }
}

planet_technician = {
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
    }
    generate_add_modifiers = {
        produces
    }
}

planet_researchers = {
    icon = "job_researcher"
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
        upkeep
    }
    generate_add_modifiers = {
        produces
        upkeep
    }
}

planet_metallurgists = {
    icon = "job_foundry"
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
        upkeep
    }
    generate_add_modifiers = {
        produces
        upkeep
    }
}

planet_artisans = {
    icon = "job_artisan"
    parent = planet_jobs
    generate_mult_modifiers = {
        produces
        upkeep
    }
    generate_add_modifiers = {
        produces
        upkeep
    }
}
 

mial42

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masternetra

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Would like to see a mod that adds a megastructure that when done/fully upgraded it converts blackholes / blackhole systems into a normal system with a young star. You would think Gigastructures would have such a thing but it doesn't and they are flooded with suggestions and the like.

EDIT: Nevermind found a mod that does this "Colossus Terraforming" by 9S and Eternia Decresent.
 
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