The Xenophobic Harresment gives a malus of -1 and the GoodIndustry adds 50% .
To correct this i suggest the following modification in species.txt
[edit]
The first code I posted was unproperly tested and erratic.
Meanwhile I corrected this.
In this context I noticed, that most of the species-effects are not limited to planets, which could fire some extra thousand effects and lower performance greatly.
I will test this and report later in the thread.
[/edit]
Code: Select all
BAD_INDUSTRY
'''[[AVERAGE_INDUSTRY]]
EffectsGroup
scope = And [
Source
Planet
TargetIndustry Low = 0
Focus type = "FOCUS_INDUSTRY"
]
activation = Planet
accountinglabel = "BAD_INDUSTRY_LABEL"
effects = SetTargetIndustry Value*[[BAD_MULTIPLIER]]
'''
AVERAGE_INDUSTRY
''' EffectsGroup
scope = And [
Source
Planet
TargetIndustry Low = 0
Focus type = "FOCUS_INDUSTRY"
]
accountinglabel = "FOCUS_INDUSTRY_LABEL"
effects = SetTargetIndustry Value + Target.Population * [[INDUSTRY_PER_POP]]
EffectsGroup // removes residual production from a dead planet
scope = Source
activation = And [
Planet
TargetPopulation low = 0 high = 0
]
effects = SetIndustry Value = 0
'''
GOOD_INDUSTRY
'''[[AVERAGE_INDUSTRY]]
EffectsGroup
scope = And [
Source
Planet
TargetIndustry Low = 0
Focus type = "FOCUS_INDUSTRY"
]
activation = Planet
accountinglabel = "GOOD_INDUSTRY_LABEL"
effects = SetTargetIndustry Value*[[GOOD_MULTIPLIER]]
'''
GREAT_INDUSTRY
'''[[AVERAGE_INDUSTRY]]
EffectsGroup
scope = And [
Source
Planet
TargetIndustry Low = 0
Focus type = "FOCUS_INDUSTRY"
]
activation = Planet
accountinglabel = "GREAT_INDUSTRY_LABEL"
effects = SetTargetIndustry Value*[[GREAT_MULTIPLIER]]
'''
ULTIMATE_INDUSTRY
'''[[AVERAGE_INDUSTRY]]
EffectsGroup
scope = And [
Source
Planet
TargetIndustry Low = 0
Focus type = "FOCUS_INDUSTRY"
]
activation = Planet
accountinglabel = "ULTIMATE_INDUSTRY_LABEL"
effects = SetTargetIndustry Value*[[ULTIMATE_MULTIPLIER]]
'''
This can be important when you want to colonize a gaian planet which is currently unhabitle for you.
The extra loss can make 1 turn difference for the gaia special to trigger and turn the planet inhabitable.
I suggest this modification to species.txt:
Code: Select all
BAD_POPULATION
''' [[AVERAGE_POPULATION]]
EffectsGroup
scope = And [
Source
TargetPopulation low = 0
]
activation = Planet
accountinglabel = "BAD_POPULATION_LABEL"
effects = SetTargetPopulation Value*.75 // doesn't matter if these modifiers don't match ther other 'bad' modifiers.
'''
GOOD_POPULATION
''' [[AVERAGE_POPULATION]]
EffectsGroup
scope = And [
Source
TargetPopulation low = 0
]
activation = Planet
accountinglabel = "GOOD_POPULATION_LABEL"
effects = SetTargetPopulation Value*1.25 // doesn't matter if these modifiers don't match ther other 'good' modifiers.
'''