ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
1.) Is there any way to make an Improvement modify PlanetInitialFIDSI? I want to create a series of System Improvements that multiply the base FIDSI provided by planets before accounting for Population.
2.) Is there any maximum number of Pop slots, and how can adding more Pop slots interfere with this? I had difficulties once with modifying the +1 Pop Slot techs in the Science quadrant, and I'm not really sure what happens when the circle of pop slots get's too big.
1) All PlanetInitialFIDSI is currently modified by PlanetInitialFIDSPenalty
(In the file "\Public\Simulation\SimulationDescriptors[Planet].xml" Line 113 - 117)
So you can either use the same method or try hijack the PlanetInitialFIDSPenalty modifier by having the system improvements add one to it for that system.
(which would double the planets inital FIDSI)
2) There is a cap of 14 pop slots per planets (for a total of 70 per system) this is set by:
<!-- Defined by size, type --> <Property Name="RawMaximumPopulation" BaseValue="0"MinValue="0" MaxValue="14" RoundingFunction="Floor"/> <!-- Raw + improvements & stuff --> <PropertyName="BaseMaximumPopulation" BaseValue="0"MaxValue="14" RoundingFunction="Floor"/> <!-- Default = Base. Can be overriden by motherships for example --> <Property Name="MaximumPopulation" BaseValue="0"MaxValue="14" RoundingFunction="Floor"/>
In the file "\Public\Simulation\SimulationDescriptors[Planet].xml" (Line 21 - 26)
I do not know how the game will react to this being changed
Give it a shot and report back with your findings?
I also suggest changing the registry.xml (line 273) accordingly or additional errors might arise
Well it's unfortunate that I can't modify individual FIDSI in that way, then, because having to modify them all at once rather defeats the purpose of what I was working on.
However, in regards to pop cap, modifying those numbers did not change anything; in fact, it would be quite problematic if they did, because at 14 pop slots, the pop wheel actually runs out of visual space for more slots and would begin overlapping with the first few slots. On the bright side, 14 is a much better number than it appeared to be in my head, and still works rather well for my purposes as long as nobody magically ends up with a system of all Large planets.
You can modify individual FIDSI, as while the PlanetInitalFIDSPenalty alters them all simultaneously you can have different variable names for each one.
also In "\Public\Simulation\SimulationDescriptors[TechnologyEmpireDevelopment].xml" (Line 140) it shows how the PlanetInitalFIDSPenalty is set differently for each planet type
This should boost atoll's industry by 50% (from 6 to 9) and Ice's dust by 75% (from 4 to 7)
I'm not too sure on the modifier path, this one "./ClassColonizedStarSystem/PlanetTypeIce" might cause the building to effect all ice planets empire wide, it might not but if it does try "./ClassColonizedStarSystem/ClassColonizedPlanet,PlanetTypeIce"
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