Armies are Pops for 3.11+

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Author: kuyan-judith

Last revision: 9 Jun, 2024 at 05:59 UTC

File size: 722.4 KB

On Steam Workshop

Description:

Update of Armies are Pops to 3.11, extensively reworked for bugfixing purposes

Has the following effects:

  • Most types of assault armies use pops; recruiting an assault army puts a pop into the special "Marine" job (or the "Invader Drone" job for gestalts. Armies which don’t use pops (such as Clone Armies) instead have their cost and upkeep increased
  • When a marine-using army dies, whether an assault or a defensive army, a marine will either die, be taken as a prisoner of war, or become an "Invalid" unable to work jobs. Invalids will either recover or die after 10 years.
  • When a marine-using army is disbanded, a marine- preferentially one of the same species on the same planet- will be released back to the civilian workforce
  • To account for the above, the AI will recruit fewer armies, preferentially from planets with unemployment, and take more care to keep its armies alive.
  • Unrelated to the rest except thematically, planet damage can now kill pops at any amount of planet devastation, and ground combat causes more devastation and has a higher chance of killing pops (although it still generally causes less devastation and kills fewer pops than even selective bombardment).

Compatibility

This mod overwrites the following files and objects:

Armies:

  • 01_assault_armies.txt
  • 02_event_armies.txt

Defines:

  • PLANET_HEALTH_PROTECT_POPS
  • COLLATERAL_DAMAGE_MAX_PER_DAY
  • COLLATERAL_DAMAGE_KILL_POP_CHANCE

Game Rules:

  • should_abduct_pop
  • can_be_sold_on_slave_market
  • can_fill_drone_job
  • can_fill_drone_job
  • can_fill_worker_job
  • can_fill_ruler_job

GUI:

  • fleet_view.gui
  • army_view.gui

Acknowledgements
Thanks to TurtleShroom for making the icons for Invalids and Prisoners of War.

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