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.
I implemented some buildings unlockable by a few added researches so I thought I'd get my hands dirty with some different improvement types to see what other cool stuff could be done. So my current target turned into a <StarSystemPopulationTransformImprovementDefinition> addition (in essence it seems like the thing that lets you manipulate populations through the construction queue). I followed the near same proceedure as the Riftborn buildable population but I can't seem to get it to show up in the construction queue. I even attempted extending the standard Riftborn population construction to be more open to other races (as a test), but it doesnt seem to propigate/load.
I've been working at figuring it out for a while now but still pretty new to this, so its most likely something silly and simple that I've missed!
Here are the files I have and what's in each one:
-Mod.xml: the <plugins> file, with links to the IndustryConstructibleElement/StarSystemPopulationTransformImprovementDefinition extra data type.
<QueuedSimulationDescriptorReference Name="QueuedDescriptorIncreaseVirtualPopulation"/> //piggybacking off the riftborn code atm
<CustomCost ResourceName="SystemProduction">(150 + Property(StockLocation,@ClassColonizedStarSystem,MajorPopulationCount) * 100) * Property(StockLocation, @../ClassEmpire, GameSpeedMultiplier, true)</CustomCost> //cost is based on the current population size
<TechnologyPrerequisite Flags="Prerequisite,Discard,Technology">TechnologyAC1</TechnologyPrerequisite> //requires one of my added techs
<PathPrerequisite Flags="Prerequisite,Discard">ColonizedStarSystemStateColony</PathPrerequisite> //requires at least a colony
//queue checks (when the construction enters queue/next queue) <InterpreterPrerequisite Flags="Enqueue"> <!-- On Queue: Check (current population + to-be-constructed pop) is less or equal than the max population --> (Property(Context,@ClassColonizedStarSystem, MaximumPopulation) ge (1 + Property(Context,@ClassColonizedStarSystem, Population))) </InterpreterPrerequisite> <InterpreterPrerequisite Flags="Prerequisite"> <!-- Before Queue: Check there is at least 1 slot available for another population --> (Property(Context,@ClassColonizedStarSystem, MaximumPopulation) ge (Property(Context,@ClassColonizedStarSystem, Population))) </InterpreterPrerequisite>
-GuiElements.xml: links for gui display of the construction/display of flavor text
With these files I can't get the construction piece to show up anywhere (not in the queue or in the research as an unlock piece), but if its type gets changed to a <StarSystemImprovementDefinition> it gets loaded in properly (of course if it is a standard system improvement i can't really manipulate pops all that well).
Does anyone know what I am doing wrong or what I am missing?
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