Logo Platform
logo amplifiers simplified

Political propaganda mod

Reply
Copied to clipboard!
7 years ago
Dec 30, 2017, 10:05:22 PM

Ok, so a lot of faction-specific quests in ES2 require's specific political climates


for example, United Empire's faction quest line might end up requiring 4 Industrialist laws active at once - or another faction's quest might require that you have a planet with 30% environmentalist support.



...but if you're too far into the game, you might have had too much war and built too many warships to get an industrialist majority elected, no matter what you do.



So I'm thinking: A mod that introduces 5 new "production conversions" similar to the "Convert 25% of Industry production into dust/science" production modes you can have on - but where it just cranks out political propaganda.



Now, I know that various mods have already been made that introduce that kind of infinite production options - the Kaizen mods on the steam workshop is a great example of this (the guy who made those pointed me here)


So basically I'm thinking are 5 such infinite production whatnots, one for each of the political leanings, that will dump a ton of political influence into the system where its being made.




problem is - I'm a mechnical engineering student. I can't program to save my life. Any ideas on how to make this happen?

0Send private message
7 years ago
Dec 30, 2017, 10:27:08 PM

This could actually be fairly straightforward since these already exist for dictatorship, you'd just have to unlock them by altering the PathPrerequisites for the other governments.


In ConstructibleElement_Industry[StarSystemImprovement].xml which is found in C:\Program Files (x86)\Steam\steamapps\common\Endless Space 2\Public\Simulation, you can find these improvements by searching 'propaganda'. The top one is like so:


<StarSystemImprovementDefinition Name="StarSystemImprovementPropagandaPolitics01" SubCategory="SubCategoryPropaganda" >
<Tags>NoBuyout</Tags>
<InProgressSimulationDescriptorReference Name="StarSystemImprovementPropagandaPolitics01"/>
<ConstructionQueueEntityActionReference Name="Politics01PropagandaSystemAction"/>
<InfiniteCost ResourceName="SystemTurnBased"/>
<SupportPrerequisite Flags="Prerequisite,Discard" Politics="Politics01">1</SupportPrerequisite>
<PathPrerequisite Inverted="false" Flags="Prerequisite,Discard">../ClassEmpire/GovernmentDictatorshipCommon</PathPrerequisite>
</StarSystemImprovementDefinition

If you remove this:


<PathPrerequisite Inverted="false" Flags="Prerequisite,Discard">../ClassEmpire/GovernmentDictatorshipCommon</PathPrerequisite>


You'd also have to remove:


<SupportPrerequisite Flags="Prerequisite,Discard" Politics="Politics01">1</SupportPrerequisite>


to unlock all of them, not just the leading party.


It should then always appear, or you can define which other governments you want it to appear for. You could also add a new tech if you wanted to Empire Development to unlock access to these for the other governments by setting a TechnologyPrerequisite and then an inverted PathRerequisite that locked the new one from Dictatorships.


Do you want it to be the same as the dictatorship one, worse, or better? The value is set in EntityActions[System].xml as below:


<PropagandaSystemAction Name="Politics01PropagandaSystemAction">
<SupportPrerequisite Flags="Cancel" Politics="Politics01">1</SupportPrerequisite>
<PoliticsDefinition Name="Politics01"/>
<PoliticalScoreGainFormula>Clamp(2 ^ ($(Duration) * 0.5), 0, 200)</PoliticalScoreGainFormula>
</PropagandaSystemAction>

If you know what you want to accomplish I can help you put it all together like that. :)

Updated 7 years ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message