ENDLESS™ Space 2

ENDLESS™ Space 2

Kaizen Rejuvenation
57 Comments
Commisar Jon Fuklaw 16 Sep @ 10:14pm 
If anyone still wants to use this, I have fixed it to use the "new" (five years old now) planet class definitions and context pointers.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3569604608
webkilla 27 Jun, 2024 @ 8:46am 
plz update this mod for the re-awakening 1.6 patch
jet 6 Apr, 2021 @ 5:46pm 
is this broken?
Goreclaw 2 Mar, 2021 @ 8:12am 
perhaps it would be fitting too if having rejuvination active increases ecologists ideology for the system. just an idea tho
Jeslis 22 Jan, 2021 @ 5:06pm 
FYI: the 'More infinite improvements' that you credit (made by Kikouille Master) does not work/link to anything if it exists.. its not there?
dwharper 15 May, 2020 @ 7:16am 
I don't think it's working anymore. I have used this for several years and it's great! Now It doesn't come on the screen for depleted planets. I think it needs your attention.
ALTARF 13 Sep, 2019 @ 2:42am 
So far it's the only mod out there that I find usefull. Always wanted to reverse the depletion effects after cleansing systems from Cravers. It hasn't been updated for awhile though, as I understand?
AlyG69 17 Mar, 2019 @ 7:25am 
@Cinder hmm i like your idea, tho i dont think dev is still around? you could use his artifical planets mod to terraform the gas 1 pop gasplanet.
Mirror 6 Mar, 2019 @ 2:20pm 
Okay so I found out the problem or at least i think its a problem. The reduction is based by the amount of pop on the planet. So if your max pop on one specific planet is 1, it will only go down by one on that planet. I think that is TERRIBLE. I thought it was going to scale per pop on system, not planet. This is useless....some planets like gas planets can barely hold 1 pop until tech 5. By then it wont even matter anymore. I would rather have the previous version with -10 per turn at least I can use that one.
Mirror 6 Mar, 2019 @ 9:44am 
I think there is a bug or it is not interacting as intended because it does not scale with pop. It does exactly 1 point per turn. I am retesting this to make sure but I am positive it isnt working as intended. if I have 10-20 pop it should go down by 10-20 points right?
Tonatsi 1 Dec, 2018 @ 9:08am 
yes, but in the mean time nothing else could be done. For every non craver pop, the depletion would actually reverse by 1 pop.
Zlorfik [CH/BY] 5 Mar, 2018 @ 6:57am 
Hmm so technically when you invade a system with craver pops you could use this infinite improvement to stop the depletion points from increasing?
fb.aazzoggerr  [author] 14 Feb, 2018 @ 11:15am 
@HappyHead

AFAIK what you proposed can't be done because of what depletion is:
1. From game mechanics and code pov it has absolutely nothing to do with terraforming, and terraforming has nothing to do with depletion.
2. About "balance" - as you can see in a couple of previous comments depletion is actually a trigger "fully depleted"/"not fully depleted" so Half Depleted, Almost Depleted, Healthy are considered the same and have same effects on fidsi (those words are just an indication for human players)
HappyHead 12 Feb, 2018 @ 5:57am 
Could you make an alternate version of this mod where terraforming a planet costs more to do but removes depletion? For balance purposes it could just restore planets to Half Depleted or Almost Depleted.

I've always thought that if we could terraform planets so that they could sustain life, we could fix anything wrong with planets we are already living on.

Compatability with your terraforming gas giants mod would be a + too ^_^
queenelise9830 1 Feb, 2018 @ 11:31am 
Cool, and again thanks!
fb.aazzoggerr  [author] 1 Feb, 2018 @ 11:29am 
@kingedward9830

Yes, it can. Thing is depletion is counted as range 0-150 points (on normal speed), and for calculations of effects only that number is used as trigger fully depleted or not fully depleted. So actually words "almost", "partially" are just a notification for us, human players. So yeah, ofc KR will restore fully depleted planets bc mechanics are the same for every "word representation".
queenelise9830 1 Feb, 2018 @ 7:42am 
Okay, fair enough. Can it restore planets that are fully depleted or no? Other than that, great mod! I don't use mods for this game much, but if I ever do start using them this will be on the list.
fb.aazzoggerr  [author] 1 Feb, 2018 @ 3:01am 
@kingedward9830

I am acutely aware of that fact. I wasn't able to disable KR for population trait, so I at least disabled it for vanilla Cravers (which results in disabling it for all custom factions that use same affinity).

Your second question is simple maths: every population has -1 depletion, cravers have +1, so the result of combining is every non-craver pop will restore planet depletion at a rate of 1 point/turn, while cravers will have -1+1 = 0 points/turn.

E.g. planet 10 pop, 7 sophons, 3 cravers results in -7 depletion per turn on planet (-10 pop, +3 cravers) while KR is in queue. When it isn't you'll have (-0 pop, +3 cravers) which results in 3 depletion points/turn on that planet
queenelise9830 1 Feb, 2018 @ 2:26am 
Hey uh, it's not the Craver's affinity that causes depletion, but rather a population trait of the Cravers(Extreme Foremen). Also, what happens if you queue this up while there are still Cravers on a planet, like if you captured one of their systems and there's still some pop left over?
fb.aazzoggerr  [author] 26 Jan, 2018 @ 2:36am 
Update v1.2.0:
Effect is now scaling with population - from flat -10 points per turn -> -1 point/pop per turn
webkilla 30 Dec, 2017 @ 1:45pm 
@fb.aazzoggerr thank you - I'll have a look there :)
fb.aazzoggerr  [author] 30 Dec, 2017 @ 1:28pm 
@webkilla

I mean, I could explain how my mod works, but that has nothing to do with political system (which I personally never even touched), so my explanations won't do you any good, and all general stuff you can easily get on tutorial and help via discord.
fb.aazzoggerr  [author] 30 Dec, 2017 @ 1:23pm 
@webkilla

First of all you should go to this forum [www.games2gether.com] and check out sticked threads for tutorials and examples. Second, there is a community discord [discord.gg] with modding channel in it.

Third, specifically for what you mentioned there is CyRob's mod called Reduced Ship Political Impact
webkilla 30 Dec, 2017 @ 1:13pm 
this is brilliant - can I ask you how you made the mod, because I'm looking to create a mod myself to fiddle with the game's political system?

basically I want to create something akin to your Kaizen Rejuv production mode, but for politics - so citizens in a given system are propagandized towards a specific political leaning... because everyone ending up militarists because of wars and pirates and whatnot is just so boring
explodoboy 2 Dec, 2017 @ 5:55pm 
Thanks! Have a nice day!
fb.aazzoggerr  [author] 29 Nov, 2017 @ 11:54am 
@explodochamp

Yes, it does.
explodoboy 22 Nov, 2017 @ 5:30pm 
does this still work?
TJMTG 21 Oct, 2017 @ 9:26pm 
@fb.aazzoggerr
Thank you very much!
fb.aazzoggerr  [author] 21 Oct, 2017 @ 5:57am 
@TJMTG
Released a standalone version of this mod with effects that you requested, check it out -
Kaizen Rejuvenation Long
TJMTG 20 Oct, 2017 @ 7:16pm 
@fb.aazzoggerr
Thanks for the reply, I appreciate you taking the time out of your day to try. The reason I asked for the production cut was because a system still produces food, influence and dust while it builds something and cravers (including Craver Heroes that any race can get their hands on) increase that production by 50% at the cost deletions points per turn (the Craver hero is 8 deletion points per turn allowing the rejuvenation building to offset it). As for the research and weapon mod, thanks for trying. I really appreciate that and you were so quick to help out too.
150 turns and the game is over? I’m nearing turn 300, and I still have about half the map to conquer. What can I say- I like taking my time. Anyway, again, thank you!
fb.aazzoggerr  [author] 20 Oct, 2017 @ 1:43pm 
@TJMTG
About destruction weapon mod - tried three different ways and none of them worked, so I can't fulfill your request. But I'm not saying that's impossible, only that my skill level isn't sufficient. So my best advice is to ask someone who is more proficient (maybe at game2gether website at modding subforum).
fb.aazzoggerr  [author] 20 Oct, 2017 @ 12:49am 
@TJMTG
As for infinite research mod - I already tried to create one and I failed, and I can't understand the reason why it didn't work (though I somewhat explained reasons why such mod would not be awesome, and best what I can provide is my other mod Kaizen workflows).

As for removing planet destruction weapon - I'll see what I can do, however I will not be able to modify it to change planet terraformation for sure, terraforming and planet interaction don't work that way (I guess that could be changed only by devs and require a lot of work).
fb.aazzoggerr  [author] 20 Oct, 2017 @ 12:46am 
@TJMTG
First of all, making options is impossible, I only can change effects of current 'improvement' or add new with requested effects (or create a standalone mod if you really need it) - but I think it would be useless, here's why:
What is the point of cutting system production? - while this rejuvenation "improvement" is in queue, it becomes blocked. You just can't produce anything aside from rejuvenation, so production becomes irrelevant while system is using rejuvenation. This brings me to your second point - if the rate changes to 1 point per turn, and you would like to rejuvenate fully depleted system it becomes useless for 150 turns (pretty much the entire game).
fb.aazzoggerr  [author] 20 Oct, 2017 @ 12:26am 
@Theo
Point is, in ES2, when you subscribe to workshop mod here it doesn't mean it automatically activates. You have to go to "Mods" section in the main menu of the game and activate it there. When some mod configuration is activated the game itself would prohibit loading games with different mod configurations. So, my guess is, if you are able to load your previous game it means you did subscribe to my mod, but you didn't activate it. Once activated though, you will have to start a new game (because your mod configuration has changed), and that is how the game itself works to avoid issues.
TJMTG 19 Oct, 2017 @ 6:26pm 
Hello, thanks for the mod. I'm writing this because I have a humble request or two.

For this mod would you be able to add the options;
-for the building added by this mod to only remove one depletion point per turn and
-cut system production in half while the improvement is being used,
To this mod?

Thanks for taking the time to read this!

P.S. I saw that someone in this comment section mentioned making a mod that adds infinite research options for late game- that would be awesome. Would you be able to make a mod like that?

P.S.S (I know this might be getting a little rude, but I have to ask) Can you also make a mod that removes the planet destroying weapon? Or at least replaces it with a weapon that degrades the plants ‘terraform level’ by one per turn? Sorry, but seeing that, on average, one planet in every other system has been destroyed by a stupid AI drives me nuts. I mean those are MINE! Or at least they will be.

Again, thanks for taking the time to read this.
Theo 19 Oct, 2017 @ 2:44pm 
I am currently playing as the United Empire and it does not show up on the construction menue of systems with depelated planets or anywhere else. Do I have to start a new campain after subscribing to this mod perhapes?
fb.aazzoggerr  [author] 17 Oct, 2017 @ 3:42am 
@Theo
Tested it myself right now and it worked correctly. Can you provide more details into your issue?
Theo 16 Oct, 2017 @ 3:19pm 
This mod does not seem to be working on the latest version.
HT-0311 17 Sep, 2017 @ 9:16am 
@fb.aazzoggerr

I already did that. Got some attention in the past months but is totally ignored by the Devs. But 2 other ideas are already implemented and a 3rd one, Mining Outpost to mine Strategic and Luxury Ressources is already a "Nice to Have". I have high hopes for this one.
Cyborg 16 Sep, 2017 @ 5:16pm 
Okay cool. I get it now. I thought you meant Amplitude by "developers." I agree it would be annoying if someone took your mod and brought it to Creators Club or something.
fb.aazzoggerr  [author] 16 Sep, 2017 @ 2:47pm 
@Cyborg

By any means it was not supposed to be understand as if I wish that Amplitude give credit to me for any reasons. I didn't even realise that it coud be understood like that until you brought up this point of view - for which I am thankful. Changed descriptions to "for mod creators" in every mod, I hope this would clear possible confusion.
fb.aazzoggerr  [author] 16 Sep, 2017 @ 2:43pm 
@Cyborg

I'm really sorry and please don't get me wrong, but I probably don't get your point. I don't own any license at all (everything in the game is owned by Amplitude studio), and I don't want any credit - let me explain. What I put in "for developers" means for "mod developers", not the "initial game developers", because I was in situations where I had to seek permission of mod's author to utilize the idea or some portion of the code. So i put it for if somebody wants to create a mod using my ideas or code he is free to do so, but I prohibit to do so for commercial reasons (exactly because game is owned by Amplitude and any commercial profit should go to them). I meant no disrespect to the developers of the game. I hope it is a misunderstanding.
Cyborg 16 Sep, 2017 @ 10:01am 
I don't see how your mod license is valid against the developer's license for you to mod their game to begin with. I understand that you want credit, and rightly so, but I don't want to see license smell affect community code.
fb.aazzoggerr  [author] 13 Sep, 2017 @ 3:06pm 
@HT-0311

I guess this is one insteresting idea you've described here, maybe you could post it at g2g site as proposition?

p.s. I miss Harmony
HT-0311 13 Sep, 2017 @ 12:44pm 
I really hope Amplitude will add the Sowers again. If you have more Sowers than Cravers than the Depletion Effect will be reversed. So the Planet will be repaired instead. Of course the Player has to find the Sowers first and the Chance for having them in your match should be random as well.
JC-Proton 12 Sep, 2017 @ 10:56am 
Thanks so much for this! I will start putting Cravers into my games now. Previously I left them out because they just ruin systems and makes the game less fun to me, so thanks!
fb.aazzoggerr  [author] 12 Sep, 2017 @ 3:29am 
Updated.
Rate changed to 10 points per turn and disabled for Cravers and custom factions with Slave Drivers affinity.
Zlorfik [CH/BY] 12 Sep, 2017 @ 1:52am 
I think this is too strong and should do it in far more turns. Also, it should not be available for Cravers, more for Races like Horatio or Unfallen.
fb.aazzoggerr  [author] 12 Sep, 2017 @ 12:30am 
@Falaris

Well, only the existence of this effect was the request, not the rate or availability.
And I firmly beleive that everything can be discussed, so if somebody has constructive ideas or opinion I definitely would like to hear them.
Falaris 12 Sep, 2017 @ 12:19am 
@fb.aazzoggerr
Fair enough.

And yeah, it's not that lore-friendly, but if it's on a request, that's a consideration that waves good-bye and leaves the discussion. :)