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Void2258

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I have a huge amount of it but I don't seem to have anything to do with it. as far as I can tell as long as you don't have negative food it has no effect whatsoever, so there is not need to ever build agridistricts.
 

grommile

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this is your friendly reminder that a fully populated ecumenopolis consumes a brainmelting quantity of food and can't produce any
 

AlanC9

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You can run a policy which gives you more pop growth by consuming more food.

There's a planetary decision which increases local growth for 1000 food.

Colony ships need food to build.
 

Dëzaël

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There seem to be a bug with food right now where pops don't consume food and therefore one doesn't need to build food buildings or districts ever. I have a game where I have 75 pops and I just scrapped my starting and only food districts, to sit at +12 food prod, which is base empire food prod + food tech %.

Still investigating if it's mod related but I don't think it is, as I mostly have cosmetic ones.
 

Ramiel

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Still investigating if it's mod related but I don't think it is, as I mostly have cosmetic ones.
Depends; are some of those species portrait mods? I haven't delved into the code around species classes and portraits much, but I believe basic POP upkeep is defined in those areas. So an outdated (or bugged) mod that adds Portraits (and thus Species Classes) may be missing it. As I've only ever heard of someone having that sort of bug once before, and they were using nothing but a Species Portraits mod, odds are that's probably the problem.
 

Dëzaël

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I haven't delved into the code around species classes and portraits much, but I believe basic POP upkeep is defined in those areas.

Yeah, first thing I checked, just sorted it out. It is species classes related, but definitely not in this area, and rather unintuitive. I did check my species mod code and saw nothing different with vanilla code, blatantly forgetting upkeep had been redefined and had to be somewhere. :D It is in 00_scripted_triggers_jobs.txt. I found a mod fixing it in a rather elegant manner.

Explanation from the author :

There's a scripted modifier called is_organic_species that is used to determine food consumption. Unfortunately, it only checks the species class, so Humanoid, Mammal, Reptilian, etc. Because of this, if a mod adds a new species class, then it is not considered an organic species by the game. So, the fix for any individual mod is to add their species class to the check, but unfortunately, that overwrites any other mod doing the same. My fix is to make it check that the species is not a robot type species.

I changed

is_organic_species = {
OR = {
is_species_class = HUM
is_species_class = MAM
is_species_class = REP
is_species_class = AVI
is_species_class = ART
is_species_class = MOL
is_species_class = FUN
is_species_class = PLANT
}
}

to

is_organic_species = {
NOT = { is_robotic_species = yes }
}

and made sure it overwrites all other mods that try to change it.

and link to the mod : https://steamcommunity.com/sharedfiles/filedetails/?id=1587945589

If OP or others have trouble with this, here's a solution.

I should have known my pops were too ascetic to be true. Still I believe each species class should carry its own upkeep scheme or at least its type, because the current system is not that flexible if many classes were to be added. Compatibility patch generator there for modders.
 

Ramiel

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Huh, very nice info, should be quite helpful with my own future endeavors. That's not a perfect solution - what if a mod added a species type that was neither organic or robotic? - but is a good place to start. Thanks for the link.