[Question] Population and Food Starbase Module

Is it possible to add starbase modules on economic starbases that add food and percentages of population growth like orbital farms and starbase hospitals? And if so, will it be added in upcoming patches? And does anyone believe doing this would be unbalanced?

18,397 views 3 replies
Reply #1 Top

i think it would be fairly easy to do all the stuff should be in game just need someone to make a mod for it

as for unbalanced .... thats up to you

Reply #2 Top

Yes, it is in fact possible.  Just did a check right now. :)

The follow is NOT a fully fleshed out mod.  It's more of a proof of concept that I quickly knocked out.  I wouldn't use it if I were you. For one thing, I didn't bother to balance any costs or prerequisite techs.  Plus the icons aren't set to anything but a generic starbase factory module. But as a Proof of Concept, it shows it works:

======================

<?xml version="1.0" encoding="utf-8" standalone="yes" ?>

<StarbaseModuleList
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
xsi:noNamespaceSchemaLocation="../Schema/StarbaseModuleDefs.xsd">
<!-- Created with the Gal Civ 3 Editor -->
<!-- StarbaseModuleDefs.xml -->

<!-- Module -->

<StarbaseModule>
<InternalName>FoodTestingModule</InternalName>
<DisplayName>Give Me Food</DisplayName>
<Description>Give Me Food</Description>
<Icon>GC3_Production_Spending_Stat_Icon.png</Icon>
<SpecializationType>Economic</SpecializationType>
<RequiredTarget>Colony</RequiredTarget>

<!-- Stats -->

<Stats>
<EffectType>ModuleConstructionPoints</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>StarbaseModule</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>

<Stats>
<EffectType>Food</EffectType>
<Scope>AreaEffect</Scope>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>2</Value>
</Stats>

<Prerequ>
<Techs>
<Option>ColonizationTech</Option>
</Techs>
<StarbaseModule>EconomicRingModule</StarbaseModule>
</Prerequ>

</StarbaseModule>
<StarbaseModule>
<InternalName>GrowthTestingModule</InternalName>
<DisplayName>Give Me Growth</DisplayName>
<Description>Give Me Growth</Description>
<Icon>GC3_Production_Spending_Stat_Icon.png</Icon>
<SpecializationType>Economic</SpecializationType>
<RequiredTarget>Colony</RequiredTarget>

<!-- Stats -->

<Stats>
<EffectType>ModuleConstructionPoints</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>StarbaseModule</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>

<Stats>
<EffectType>Growth</EffectType>
<Scope>AreaEffect</Scope>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>1</Value>
</Stats>

<Prerequ>
<Techs>
<Option>ColonizationTech</Option>
</Techs>
<StarbaseModule>EconomicRingModule</StarbaseModule>
</Prerequ>

</StarbaseModule>
</StarbaseModuleList>

================================

Gives:

and

And, yes, it applies to all planets within the area of effect of the starbase.

Naturally if you/someone wanted to use this in a game, they'd need to figure out the appropriate techs for prerequisites, the appropriate values for growth and food, the number of modules you'd want in a chain (and their values/prerequisites), and various other things like icons, names/descriptions and the like.  

Still, yes, this shows it is possible.  Should be possible to add a flat amount to the growth rate instead of a percentage as well. :)

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