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Sexy Economy mod (alpha release)


dullman

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Hello I wanted to find more vic.. means testers so that I could get my mod to be tested, also to get some suggestion to it's choice in art/language/mechanics etc.

 

So while I usually would put down some screens of my mod, since I just write it before works, I would post screens after work. 

 

Features:

- For now 9 new jobs for our pops, that is in three different categories (Dairy cows jobs, whores jobs, sexy miners jobs). Each category has 3 jobs that belongs to different strata. The middle strata job requires > 3 pop of lower strata doing their jobs whilst upper strata job require > 6 lower strata and > 3 middle strata pops doing their jobs

- New buildings and techs that allows player to build required buildings for having his pop doing those extra jobs.

- For each category there is a nine events which add flavor for game, their bonuses are only planet wide and not much game-breaking, but can fire at max every month and at least every year for country, which in results affect random planet with pop doing a job (5 events are for lower strata, 3 events for middle strata and 1 for upper strata)

- There is also new colony categories but it's not yet working well, it's a subject to fixing

- new 18 sexual traits inspired from Sexual Gameplay.

- Traits can affect effectiveness of different jobs, although they are not game-breaking (at least for normal amount of traits). Most of effects of those traits are either hidden or not developed yet

- Even vanilla traits affects new jobs, for example Charismatic species would make a better escort

- It has a new planet modifiers that are used by job events with icons


Fun Facts:

- A dairy cows jobs has around 1500 lines of "code" another files has also similar amount of code.

- There is an average 5 planet modifiers per event each one depends on choice in event (which is ethic based) so there is around 150 planet modifiers which burn my mind writing description for them, since english isn't my language

- What comes next more sexy economy meaning that rare feature and more jobs are planned next.

 

 

Thanks for reading my post and I hope you will like my alpha mod and take your time by telling me your suggestions to it.

ps. The mod is for Stellaris 2.2.2 (but also I played with 2.2.3 but the market was broken in this version)

sexy_economy.7z

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Could you please make a page for it. Even though you want to test it, it is better handle to download of it.

EDIT: After some testing (one playthrough with 30 years in it) the events does triggers to much in my opinion. Furthermore right now you are lacking the variety to justify that many events to trigger.

 

But the jobs right now are alright and you don't run in compability issues with other mods.

 

Therefore i would suggest that the force trigger for events should be raised to 10 years with a minimum cooldown of 1 or 2 years. 

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4 hours ago, Draonir said:

Could you please make a page for it. Even though you want to test it, it is better handle to download of it.

EDIT: After some testing (one playthrough with 30 years in it) the events does triggers to much in my opinion. Furthermore right now you are lacking the variety to justify that many events to trigger.

 

But the jobs right now are alright and you don't run in compability issues with other mods.

 

Therefore i would suggest that the force trigger for events should be raised to 10 years with a minimum cooldown of 1 or 2 years. 

 

Thanks for feedback, 

as for download i might say I'm not pretty sure how to do that but will try it.

As for firing events I agree it's too often but it was some problems with mtth slowing up game and firing as soon as possible (means the flag just disappear from planet, so currently it's a temporary fix when on monthly ticks, so I'm thinking that found a problem with my mtth setting so I would try to set it's but nonetheless whilst for single planet it should be less often by with several owned planet what min cooldown between events should fire (each event last for 6 months so maybe we could expand it to for example 5 years and fire it no more often than 3 months for each job (at least for now with so little jobs being available)

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5 hours ago, dullman said:

 

Thanks for feedback, 

as for download i might say I'm not pretty sure how to do that but will try it.

[...]

Navigate to the top of the page. There is a button titled "Create", next to the button which lead to your account settings. In the opening DropDown after click on "Create", select "File Download". A new DropDown shows up, where you choose "Crusader Kings 2" as category (since Stellaris shares its area with CK2). The rest from there should be obvious.

 

Best regards

Kalderon

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16 hours ago, Kalderon said:

Navigate to the top of the page. There is a button titled "Create", next to the button which lead to your account settings. In the opening DropDown after click on "Create", select "File Download". A new DropDown shows up, where you choose "Crusader Kings 2" as category (since Stellaris shares its area with CK2). The rest from there should be obvious.

 

Best regards

Kalderon

Thanks for info I never thought about what was a create button for. I will upload it on forum in few days since i begun to adding new job so don't want to upload a mod that has some files that aren't used yet (like images for new job related events etc.).

 

Also i didn't mention but this mod is hosted on git https://gitgud.io/dullman/sexy_economy so if someone want to check what is being added now to mod you can go and check.

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Well, my playthough went a lillte bit longer (around 100 years) now. I never managed to roll the dairy cow job technology so i can't talk about that one. Furthermore i guess your sexy mine 3 is broke somewhere because it could not assign a single pop to the specialst job it provided.

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58 minutes ago, dekeche said:

Mod seems interesting so far, Though I am running into a couple small issues. Mostly that the "weight" for the dairy cow jobs is actually lower than the weight for slave-farmers, so slaves will become farmers instead of cows.

Thanks for telling me a problems with slaves, since truthfully in my cases most I plays an empire xenophilic to some degree so didn't get any slave owning game.

 

45 minutes ago, Draonir said:

Well, my playthough went a lillte bit longer (around 100 years) now. I never managed to roll the dairy cow job technology so i can't talk about that one. Furthermore i guess your sexy mine 3 is broke somewhere because it could not assign a single pop to the specialst job it provided.

As for the longest time I play without discovery my technologies it was also around 70 years to first technology whilst the rest are still undiscovered even after 100 years, as for specialists i must say I changed slightly before release of mode mechanic so might not happens to get specialists work since I changed from getting constant amount of job slot to amount of job slots depends on planet pops, as for now I didn't mention it but to hire a specialists and later a ruler need to have > 3 basic works (and ruler 3 specialist jobs) it to stop from getting too much rulers/specialists on dairy cows (others) worlds as well it seems to be logical that ruler need to have someone to rule :P , so basically with low populated worlds it's impossible to get specialists (I will change this in future because I see that it is now too hard to get a specialist to work since basically it's currently need either a 42 pops on planet on level 3 techs or 30 pops on level 5)

 

ps. One more thing about dairy cows they needs a females which is lactating non stop so for those without species in their empire who has all-time-lactation trait also can't get tech

 

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Well I tried it myself, I have to say I like the idea of the mod but as others have mentioned the events happen way too frequently. Early game I am on highest speed just trying to explore and I am getting a pop up every minute or so, it got old a little too quickly.

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  • 2 weeks later...

On one side, this mod looks awesome.
On another... seriously?

You make a mod adding sex slaves like that and you add 'sexy miners'? What are they doing, seducing the ore veins to make them ejaculate the metal? In literally every mod to Stellaris with adult content there are at least one or two things that are so damn common sense breaking that I get an urgent need to deinstall the mod as a whole. I don't even have to install that one to know what's going to be the problem here. 


Add... I don't know. Sexualized variant of priests? Personal sex slaves increasing the bonuses and happiness of upper and middle strata? Public use 'volunteers' to keep the lower strata happy? Breeders for natural reserves? Breeders for mass population growth? Red light districts? But WHY SEXY MINERS?! IT DOESN'T MAKE ANY SENSE. 

Urgh. 

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17 hours ago, Mirrond said:

On one side, this mod looks awesome.
On another... seriously?

You make a mod adding sex slaves like that and you add 'sexy miners'? What are they doing, seducing the ore veins to make them ejaculate the metal? In literally every mod to Stellaris with adult content there are at least one or two things that are so damn common sense breaking that I get an urgent need to deinstall the mod as a whole. I don't even have to install that one to know what's going to be the problem here. 


Add... I don't know. Sexualized variant of priests? Personal sex slaves increasing the bonuses and happiness of upper and middle strata? Public use 'volunteers' to keep the lower strata happy? Breeders for natural reserves? Breeders for mass population growth? Red light districts? But WHY SEXY MINERS?! IT DOESN'T MAKE ANY SENSE. 

Urgh. 

If you pay attention the "Sexy Miners" are closer to state-sanctioned sexual relief services for the miners. Alot of the events are tailored in such a way that the Sexy miners are boosting morale and other sexy services for the miners for the most part. Though I do agree, Sexy Preists/Preistess would make for a awesome addition!

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It will probably still be added in a manner typical for average sex mods for Stellaris and majority for CK2 - without a tiniest bit of taste and immersion, with 90% of addons not making sense in anyway unless somebody wants to make their entire playthrough focused entirely on having sex. It's literally on the aesthethic level of Slaverun for Skyrim, where somebody though that it was a good idea to have the mod by default keep all women in Skyrim naked even in temperatures a lot beneath 0. RIIIGHT. 

It would make sense if there was a technology to improve simple mines to have, like, one 'sexy miner' per ten normal miners. Now you can base your entire mining industry solely on sexy miners - and that once again doesn't make even the tiniest bit of sense. 

 

I launched the mod. Not only the events are much too often - like, half of them ends up based solely on the mod. So, like 10% of industry creates 50% of events. And don't have me started on the fact that at least some events are obviously added simply because someone had decent looking 18+ pictures and had to forcefully add some more stuff to have more sexy events (with more sexy events being a target on its own). Like the one with escort winning a prize. Obviously it makes no sense to have a state tax whore lottery win differently than it treats normal winners - BUT MORE SEXY EVENTS!!! MORE. MOREEEEE. 

 

And my personal anger meter kinda exploded after seeing the human/alien cows from middle or upper class. Riiight. Makes sense. It's quite obvious for an alien oversexualized society to equal cows with their leadership! IT'S TOTALLY SENSIBLE. I could scarcely accept certain social group of upper strata courtesans if they were explitictly written to be for example nobleborn 'playmates' for the uppermost strata, being pretty much nobles with some other 'jobs', but I don't think it's precisely like that (though I'm yet to reach that part of mod when I get them in my population). 

^^^

I had that in me for a long while, launching and abandoning pretty much every mod for Stellaris/CK2 theere was on this page, but it kinda exploded after the new update made all mods implayable and of the few playable was... well, this. 

Ugh. 

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I really like where this mod is going, a lot!  My biggest comments are some that have already been mentioned, but hopefully I can help test in some way...

 

1. Some spelling issues here and there, but that's never a huge turn off.

 

2. The art kind of squishes on a lot of the events, and may need to be cropped or resized to fit better.

 

3. Events happen way too often!  This can be fixed by giving events more of a delay, and maybe adding in more variety!

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@mirrond
The events are way too frequent. To the point I just edited my copy to disable them outright. They'd be better served as one time events that add a permanent empire wide mod instead of a temporary planetary one.
Now, I can't comment much on brothels or mines because I don't use them. But I've come up with what I feel is a semi realistic way to run with ranches. As a harem building empire. I have to use cheats or edits because you can't add or remove all male/female at present, but every race I encounter is reduced to an exclusively female race who's genetically compatible with humans, who remain dimorphic. So if references to ranches also running prostitution on the side by default were removed, and instead were treated as the harems of highly prominent citizens you could justify the cows in leadership positions as the head girls of said prominent harems.

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  • 2 months later...
1 hour ago, marley8991 said:

Is this mod still being updated? Or is it dead?

Dead for know since truthfully new patches broke the mod logic (behind traits) and couldn't find how to add modifiers to output for custom jobs, maybe if new patch would appear I would bring it live again (but truthfully I do not know if it will be fixed in next patch or not). 

Truthfully I bought Imperator Rome so probably i would be busy playing it for next month (after release)

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  • 2 weeks later...
On 4/17/2019 at 3:06 PM, dullman said:

Dead for know since truthfully new patches broke the mod logic (behind traits) and couldn't find how to add modifiers to output for custom jobs, maybe if new patch would appear I would bring it live again (but truthfully I do not know if it will be fixed in next patch or not). 

Truthfully I bought Imperator Rome so probably i would be busy playing it for next month (after release)

Fair enough

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