Star Ruler 2

Star Ruler 2

Mechanoid Mass Production
18 Comments
[DBH].Whismerhill.{SSgt} 9 Feb, 2017 @ 4:14am 
however I also thought of something :
-10B with exactly same price & labor cost is actually detrimental to your empire growth
why ?
-because during that time you could have built 10 x 1B, and for each B you get increased labor (if under max pop). Also to consider, while the 10B is still building, 10x 1B allows earlier transfers to other planets, which may increase your efficiency again (more money, more labor, earlier starting planets)

Therefore, at least for me I added a very small saving of 10% labor & 5% price for the 10Bconstruction.

if you're interested in my changes, just say so, I can put the text files on pastebin.com or something.
[DBH].Whismerhill.{SSgt} 9 Feb, 2017 @ 4:14am 
No idea why my post didn't appear, but then I have been having internet issues.
So yeah I checked out the files directly, and mechanoid.txt was changed, as well as
Mechanoidpopulation.txt (in base game without expansion, as I don't have it.)
I managed to update those two to include the changes so that :
-10B base price & labor cost is the same (only multiplied by 10)
-10B scales again. (though I have not tested against late game, early game seemed fine)

Earl Sneakington  [author] 8 Feb, 2017 @ 5:19am 
Prob a price change by the devs. Sadly as I don't have the money for the expantion I have been unable to keep any of my mods up to date or make any new ones.
Also it might be the fact that the Mechanoid pop increase in cost each time you buy one. I think I set it to expand and the standard rate.
[DBH].Whismerhill.{SSgt} 8 Feb, 2017 @ 12:18am 
why is it more expensive to build 10B instead of 10 x 1B ?
sevs44936 4 May, 2016 @ 12:07pm 
It would be wonderful if this mod could be updated, its really, really helpful
Earl Sneakington  [author] 2 May, 2016 @ 5:12pm 
Send me a friend request on here and we can then talk about adding the alterations to this mod.
m007kuzya 2 May, 2016 @ 9:49am 
I make little change to this mod, to make it compalible with expansion (changed mechanics with labor per pop) and a bit more comfortable (make 1/3/5 transfer instead 1/3/8/10).

I try to post here how to change files from this mod to make this changes - bus steam not allow more then 1000 char in one post, so sorry... :(
m007kuzya 2 May, 2016 @ 7:58am 
Are this mod work with Expansion?
m007kuzya 15 Jan, 2016 @ 2:43am 
wow! great tweaks! Thank you a lot!! :)
I love Mono race, and with this small fix it can be more fun to play :)

Also, if it is possible make feature about Chrispy talk - it be a great in square! :) Just press _on_ the target planet "transfer HERE 3/8/10 population", and system automatically find planet with population over cap and transfer it here (several planets if needed)! It is wonderful! :)
ChrisPikula 3 Apr, 2015 @ 6:41pm 
Perhaps have something like 'import population up to level x'? It couldn't be automatic, as you'll want to specifiy where you want to import from, as how you import population now, but it would be nice. No fiddling with finding the exact numbers on the planets tab.
Kazeck 3 Apr, 2015 @ 2:04pm 
Missed this one in my mass comment spree haha (been commenting on all those mods that I've used, and obviously deserved it)

With that said this one Definitely deserves praise, why? because the Mono were Aton more work without it. This mod both makes it easier to build, transport, and effectively manage mono populations the 3 pop transport is literally perfect (as is the 8) for some world sizes, and the 10 allows effective/efficent rapid transit, (if only it had a percentage discount or something it'd be even better) Thank you 123mind for making the Mono less micro intensive, and more fun as a result.
Earl Sneakington  [author] 28 Mar, 2015 @ 2:33pm 
Ah yes. I am not sure exactly how though you are definitely right. I will take a bit of time to check it out. Thanks you.
Darloth 28 Mar, 2015 @ 1:39pm 
In short, I think you should just delete all references to "10MechPopulationBuilt" because you're not using them.
Darloth 28 Mar, 2015 @ 1:37pm 
(read below comment first, sorry, too long) But! - nothing anywhere in your mod adds the 10MechPopulationBuilt attribute, nor should it - both the construct 1 and the construct 10 should add to MechPopulationBuilt, it's just that construct 10 should add 10 to it (and does!)

So basically - you have a perfectly working mod and all the costs are calculated properly, but you also have a useless hook floating around overriding the behavior of the default MechPopulation.txt without doing anything, which is basically just a bit messy. It technically makes the mod less compatible with others but honestly given your changes are restricted to mechanoids, it would probably conflict only with other mechanoid mods, which is fine.
Darloth 28 Mar, 2015 @ 1:37pm 
Okay, so:
in data\constructions\MechanoidPopulation.txt you have this line:
AddLaborCostAttribute(MechPopulationBuilt, 0, 2.5)
which means "For each instance of the 'MechPopulationBuilt' attribute, increase labor cost by 2.5"

You also have:
AddLaborCostAttribute(10MechPopulationBuilt, 0, 2.5)
which means "For each instance of the '10MechPopulationBuilt' attribute, increase labor cost by another 2.5"
Earl Sneakington  [author] 28 Mar, 2015 @ 11:56am 
Ok I don't actually understand that last one. Though what I can say on the first message is I added the "Add Labor cost" only to the 10mech one as the game already has that implemented. I alter the 10mech as well so as to maintain the balance it the original game. I line appears to work fine and dose the eddit it is meant too.
Darloth 28 Mar, 2015 @ 11:35am 
(Delete any comments as desired)
Darloth 28 Mar, 2015 @ 11:35am 
Hi - you have an apparently unnecessary AddLaborCostAttribute(10MechPopulationBuilt, 0, 2.5) line in MechanoidPopulation.txt

I say unnecessary because you don't add that attribute (10MechPopulationBuilt), you don't have it in the 10MechanoidPopulation.txt, and it doesn't seem to do anything - recommend you revert MechanoidPopulation.txt so it's the same as base.

Otherwise, looks really helpful. I'll add it to my ease of use tweaks if you decide to take the extra hook away!