Armies are Pops for 3.11+
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.
