[Mod] Superpower

Gikgik
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[Mod] Superpower

Postby Gikgik » Fri Jun 13, 2014 10:00 am

One new policy: Nuclear Program.
One new simulation variable: Military Strength. If falling too low, Tourism, International Trade and Oil Supply are damaged.
Police Drones no longer fight crime; instead they improve military strength.
Several military-related dilemmas: Allied Bases, Mercenaries, War on Drugs, Disputed Islands etc.

Changes in version 1.01
* Technology improves Foreign Relations.
* Legalizing Narcotics now decreases Drug Addiction, implied that Drug Addiction represents illegal drugs.
* GDP increases Drug Addiction, for balancing.
* Legal Drug Consumption now damages health significantly more (to offset benefits of legalization).
* Altered happiness effects of National Service; Conservatives don't care (they are already too easy to impress), young people are affected in a more dynamic way.
* Other minor balancing.

Please provide feedback!
Attachments
Modsuperpower.rar
Superpower mod, version 1.01
(17.96 KiB) Downloaded 2221 times
Modsuperpower.rar
Superpower mod, version 1.00
(16.15 KiB) Downloaded 188 times
Last edited by Gikgik on Wed Jun 18, 2014 6:50 pm, edited 5 times in total.
Industrial Evolution Mod: http://positech.co.uk/forums/phpBB3/viewtopic.php?f=37&t=9725
Superpower Mod: http://positech.co.uk/forums/phpBB3/viewtopic.php?f=37&t=9712
Gikgik
Supreme Robot
Supreme Robot
Posts: 145
Joined: Sat Feb 08, 2014 8:13 pm

Re: [Mod] Superpower

Postby Gikgik » Fri Jun 13, 2014 10:18 am

Current issues:
• Foreign Relations quickly drop to zero, with Nuclear Power and Drones. Considering to add positive Foreign Relations effect from other policies, such as Science Funding.
• Existing military-related events unaffected by Military Strength. Can overrides affect events?
• Should the hidden Terrorism variable interact with Military Strength?
• Concerning War on Drugs: if Drug Addiction represents illegal drugs, legalization of drugs should decrease it, not increase it. As an offset, legal drug use should be more damaging for health.
Industrial Evolution Mod: http://positech.co.uk/forums/phpBB3/viewtopic.php?f=37&t=9725
Superpower Mod: http://positech.co.uk/forums/phpBB3/viewtopic.php?f=37&t=9712
covallini
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Re: [Mod] Superpower

Postby covallini » Fri Jun 13, 2014 8:17 pm

Why Nuclear Power isn't good to environment, since it's a clean form of energy? I know that there are disasters, but isn't it better way of energy, and clean, etc?

BTW, the mod is working just fine. I like the dilemas. There is something I can't remember right now, but it's a good mod. Congrats.

EDIT: I remember! There is this dilema where another country asks to protect my country by creating a military base on my lands since my military spending was low; but I had my military spending on maximum for at least 6 turns after it was fully implemented. weird.
EDIT 2: I don't think that military power should necessary lead to Oil Supply, but rather increase Oil Demand - tanks, aircrafts, huge sea ships.
Oil suply would be increased through dilemmas (secure pipelines) and other policies (Oil Drilling Subsides).
Last edited by covallini on Tue Jun 17, 2014 5:58 pm, edited 2 times in total.
covallini
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Re: [Mod] Superpower

Postby covallini » Tue Jun 17, 2014 2:20 pm

Override, PoliceDroneOrgCrime.ini:

Code: Select all

[override]
TargetName = "Organised Crime"
HostName = "PoliceDrones"
Equation = "DELETE"
Inertia = 0


Isn't TargetName wrong? Shouldn't be "OrganisedCrime", without space in between?
Gikgik
Supreme Robot
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Posts: 145
Joined: Sat Feb 08, 2014 8:13 pm

Re: [Mod] Superpower

Postby Gikgik » Tue Jun 17, 2014 8:12 pm

It is the right name. It deviates from the CamelCase pattern.
Industrial Evolution Mod: http://positech.co.uk/forums/phpBB3/viewtopic.php?f=37&t=9725
Superpower Mod: http://positech.co.uk/forums/phpBB3/viewtopic.php?f=37&t=9712

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