[Mod Release] Consume Strategic Resources

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Apastron21
Posts: 2
Joined: Thu Mar 30, 2023 10:45 am

[Mod Release] Consume Strategic Resources

Post by Apastron21 »

Forum edition for those not on Steam.

Simple resource mod that:
- Sets strategic resources to be consumed similar to luxury resources
- Colony development bonuses of all resources divided by 8, similar to AK_icebear's Luxury Resource Rebalance Mod
- Spawns initial deposits of Steel, Silicon, Polymer, Carbonite, Mebnar, Cuprica, Emeros Crystals, Nekros Crystals, Argon, Krypton on home planets for each faction

Note: 10% of resource presence equates to demand of roughly 1000-1250M population with starting technology

=> The initial deposits are there to ensure pre-warp games are viable, and allows the home planet to be self-sufficient up to ~4750M population at 0% mining bonuses. I've tested the AI with a Feudalist Boskara empire with an 80% home planet on very slow research speed, and it did manage to get to stable warp before running out of Emeros crystals due to no systems nearby having it as well. So in theory nearly all AI empires should do fine and get to Warp era successfully, but spawn a few more factions than you want just in case. I haven't been able to test this until late game yet, but in theory having the colonies consume the construction resources should solve the issue of resources like steel and mebnar being literally irrelevant by early mid-game.

Compatibility:
Mod overrides the GameEvents_Governments files to provide initial deposits on home planets of each faction. Compatible with all mods that do not edit the Resources and GameEvents_Governments files. (OK with XL Mod as of Mar23 2023)

Steam Version: https://steamcommunity.com/sharedfiles/ ... 2951076615
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AYResource.zip
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frankycl
Posts: 402
Joined: Mon Mar 01, 2021 5:16 pm

Re: [Mod Release] Consume Strategic Resources

Post by frankycl »

Apastron21 wrote: Thu Mar 30, 2023 11:50 am Forum edition for those not on Steam.
(...)
Thank you very much :D (I hope that >alexu4326< sees this, too ! ;) )
Apastron21
Posts: 2
Joined: Thu Mar 30, 2023 10:45 am

Re: [Mod Release] Consume Strategic Resources

Post by Apastron21 »

Updated 2023Nov28 for Fleet Update and new DLC
AYResourceFleetUpdate.zip
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maggiecow
Posts: 124
Joined: Tue Mar 28, 2017 5:42 am

Re: [Mod Release] Consume Strategic Resources

Post by maggiecow »

Okay, "strategic resources" as opposed to what the game calls "construction resources", right? Since you're defining a subset of the available construction resources, I'll assume you're differentiating them.

Research soaks up a lot of resources, and some of the end game, repeatable research could be changed to include the "common" resources. If having masses of steel clogging up your warehouses is a problem.

The AI, and the player, being unable to research certain tech because of resource shortages feels like a problem with the game that shouldn't need modding. If you want to give the AI a helping hand at the start you can, and honestly probably should, set them up in an excellent home system.

No disrespect intended. It's an interesting approach, but I'm hesitant to have construction resources consumed by population (however much sense that actually makes), because I always seem to be hurting for Polymer, even mid-game. Maybe I'm unlucky.
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