Description: When using country_sector_cap_add with negative numbers (i.e. decrease the number of allowed sectors) there is no check to prevent the maximum number of sectors from dropping below 0.
Since it is never possible for a nation to have negative sectors (at minimum, it can have none), this makes no sense.
Especially given that it then applies energy and influence income penalties based on the negative number.
Savegame: None. To reproduce the test case is quicker than getting my savegame with all the associated mods running.
DLC's: None.
Mods: Personal mod, testing the validity of playing tall empires (i.e. no sectors, limited core systems).
Reproduction Steps:
1. Add a policy to the game (or use an existing one) that has a modifier "country_sector_cap_add = -999"
2. Go into the game.
3. Activate the policy.
4. Observe that maximum sector count is negative, and energy and influence penalties are applying.
Observe:
Observe that maximum sector count can go negative, and will apply energy and influence penalties.
There is currently no way to limit the maximum number of sectors to 0 (until late game), given that other factors (such as research) will gradually increase the sector count over time.
Since it is never possible for a nation to have negative sectors (at minimum, it can have none), this makes no sense.
Especially given that it then applies energy and influence income penalties based on the negative number.
Savegame: None. To reproduce the test case is quicker than getting my savegame with all the associated mods running.
DLC's: None.
Mods: Personal mod, testing the validity of playing tall empires (i.e. no sectors, limited core systems).
Reproduction Steps:
1. Add a policy to the game (or use an existing one) that has a modifier "country_sector_cap_add = -999"
2. Go into the game.
3. Activate the policy.
4. Observe that maximum sector count is negative, and energy and influence penalties are applying.
Observe:
Observe that maximum sector count can go negative, and will apply energy and influence penalties.
There is currently no way to limit the maximum number of sectors to 0 (until late game), given that other factors (such as research) will gradually increase the sector count over time.
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