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[mod] All You Need Is Whores


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All You Need Is Whores


ALL YOU NEED IS WHORES!!

 

 

 

Is your lustful galactic empire suffering from a lack of resources??

 

Are you torn between building more brothels, sex cities, milk farms VS things your advisors are demanding like alloy refinerrerebies... or whatever they are called?

 

Do you get the feeling your economy should have more things to it then call girls, escorts and whores? BUT YOU JUST DONT WANNA?!

 

Is your species genetically modified sex maniacs?

 

Or maybe sex dolls that became sentient?

 

OR all of the Above?! 

 

 

 

 

Well, welcome to my first ever mod. Which because Paradox can't make a useful mod installer I can't get running on my system. BUT! I assure you!! One guy with a trick mustache helped me get it working on this system! Sooooo... Give it a try! Or bitch at me in the comments and maybe we can figure out how to get it working for everyone. 

 

Meant to be run with Lustful Void ❤️ and Event Replacer1 ❤️ And like all the other dirty nasty slut mods you pervs love so so much! 

 

What do's?

  1. Add's new trade policy that takes trade and makes it balanced across food, minerals, energy and Alloys!!! A respective 0.45/0.25/0.45/0.1 No consumer good cause... Milk farms. 
  2. Add's some flavor text to said trade policy to set the mood. 
  3. Caused me weeks of frustration. >.< 
  4. Might allow me to watch you fap. (Starting to get crowded over here... seriously... Theres Zone-tan, Sanguine, Cathulu, Eros, Min, Bastet... Just to name a few.

 

Perms. PLEASE!!!! PLEASE!!! HELP ME TO GET IT RUNNING!!! T_T But like seriously if anyone thinks that can do it better go nut!! 

 

Pic from Hyperdef on pintest, which is prolly not the real artist. So if you know let me know. or submit any scifi looking brothels that look sexy. I'm not gonna turn down free prawns.

 

Scifi Brothel cropped.jpg


  • Submitter
  • Submitted
    01/19/2020
  • Category
  • Requires
    Nothing!

 

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3 hours ago, Potato32 said:

This also seems to replace all other options, that will impact the AI a lot. So... might want to add the base ones to the list in the file. Works fine once I did that.

Oh ya. I did not think about that. What did you do on yours? I would love a hand, I'm not a programmer at all. I needed to install notepad+ just to make this lol. 

 

Although this might be a nerf to the ai and I've noticed some don't do much trade at all. But this is why it's 0.0.1 :) 

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11 hours ago, Potato32 said:

I went to look in Steam\steamapps\common\Stellaris\common\policies". I found the trade policy section and compared it to yours. Anything that was not present, I copied into yours.

Brilliant. ok I'll do that soon.

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A very good and interesting start. Once you add the rest of the base trade policies in I think you'll have a nice initial setup. (Assuming you want to add more stuff)

 

As is it is an interesting choice as while yes you can have lots of basic resources you still need to find pops for unity and science production. Not to mention you'll need to double up on Milk Farms for the consumer goods and you now have a real choice between the maximize production and Renting cow decisions as one helps boost your much needed consumer goods and the other further enhances your trade value.

 

Looking forward to seeing where you take this mod.

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On 1/20/2020 at 4:42 PM, Xander117 said:

A very good and interesting start. Once you add the rest of the base trade policies in I think you'll have a nice initial setup. (Assuming you want to add more stuff)

 

As is it is an interesting choice as while yes you can have lots of basic resources you still need to find pops for unity and science production. Not to mention you'll need to double up on Milk Farms for the consumer goods and you now have a real choice between the maximize production and Renting cow decisions as one helps boost your much needed consumer goods and the other further enhances your trade value.

 

Looking forward to seeing where you take this mod.

 

Yes, I did notice in my latest run that consumer goods was a little low. So I'm going to add more of that as well. 

 

As for science I don't know if I should add any... But it's a thought. Would that start to make it to op? Or just let you create worlds with nothing but sex buildings and citys. Also I'm a bit worried about the balance for time, would be adding some science and more unity make it imbalanced further on down the line? Or is this something better fixed by the players when creating their games in the first place with the sliders?

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When played with Lustful Void, there's a trait that costs 4 and makes sex occupations give some science. For unity, just put prostitution on supported and it boosts unity production across the board. With those two taken care of, you can just spam brothels and cow farms until you get gene tech to add the volatile gas and volatile mote from your cows to upgrade them... I'm testing out a megacorp at this time. It is strong, but really, tech rushing is probably a lot stronger than this.

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On 1/21/2020 at 5:21 PM, Potato32 said:

When played with Lustful Void, there's a trait that costs 4 and makes sex occupations give some science. For unity, just put prostitution on supported and it boosts unity production across the board. With those two taken care of, you can just spam brothels and cow farms until you get gene tech to add the volatile gas and volatile mote from your cows to upgrade them... I'm testing out a megacorp at this time. It is strong, but really, tech rushing is probably a lot stronger than this.

I've been having issues with the LV techs not showing up. I think something is over writting them, all I have is one milk cow tech and 4 body mod techs. >.<

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6 hours ago, Sybian said:

I've been having issues with the LV techs not showing up. I think something is over writing them, all I have is one milk cow tech and 4 body mod techs. >.<

 

I'm not an expert coder but i don't think their that many additional techs added by LV

 

I will have to take a look at it later but it shouldn't overwrite techs as the mod doesn't replace techs. Keep in mind some of them are tied to the genetic engineering ascension if i remember correctly

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8 hours ago, Sybian said:

I've been having issues with the LV techs not showing up. I think something is over writting them, all I have is one milk cow tech and 4 body mod techs. >.<

There's only the slavery prostitution tech missing, and you need slavery for that. I don't think you're missing anything. Other techs of the mod are not gained normally, but through anomalies.

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16 hours ago, Potato32 said:

There's only the slavery prostitution tech missing, and you need slavery for that. I don't think you're missing anything. Other techs of the mod are not gained normally, but through anomalies.

It says 11 new techs added, as well as 21 new leader traits, and I don't think I've ever seen that many. Love the mod but I do wish there was a list. Working on this mod btw, I'll have an update next week everyone.

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  • 2 weeks later...
  • 2 weeks later...
  • 4 weeks later...

If your Problem is the Paradox Launcher.

I use the Paradox Mod Manager https://github.com/ThibautSF/ParadoxosModManagerRework/releases

to activate the Mods, the Launcher then recognizes them.

But i also had to delete the mods_registry.json file in my C:\Users\<Username>\Documents\Paradox Interactive\Stellaris folder.

If your problem is with the mod itself, i can't help you because i have not enough experience with Paradox Game Modding.

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  • 2 months later...
On 6/12/2020 at 11:33 AM, xXRD88Xx said:

can someone help me? i installed the mod but ingame it only Shows me "Tradepolicie-whores" with no effects or something. is it supposed to be like this or what happened?

It's a problem with either how the mod author implemented it or how the game handles new trade policies. I copied the stuff from the vanilla empire policies file into the whoretrade_policies.txt file and edited what's in the mod file to fit the trade policy syntax.

Photo attached is what I changed the code to and where I put it in the copied vanilla policy code.

 

Spoiler

Annotation 2020-06-15 152015.png

 

If you don't do this, the trade policy added by the mod is the only trade policy available at all, among other problems.

 

I'm thinking of looking into other mods that add trade policies that I have and see if I can find a better way to do this. I'll let you all know how that goes.

Attached at the bottom of this post is the policies file with the edits I made, if that helps anyone who doesn't want to make the edits themselves. Not sure on the policies here, but I figured it couldn't hurt.

Whoretrade_policies.txt

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21 hours ago, yumpinyiminy said:

It's a problem with either how the mod author implemented it or how the game handles new trade policies. I copied the stuff from the vanilla empire policies file into the whoretrade_policies.txt file and edited what's in the mod file to fit the trade policy syntax.

Photo attached is what I changed the code to and where I put it in the copied vanilla policy code.

 

  Reveal hidden contents

Annotation 2020-06-15 152015.png

 

If you don't do this, the trade policy added by the mod is the only trade policy available at all, among other problems.

 

I'm thinking of looking into other mods that add trade policies that I have and see if I can find a better way to do this. I'll let you all know how that goes.

Attached at the bottom of this post is the policies file with the edits I made, if that helps anyone who doesn't want to make the edits themselves. Not sure on the policies here, but I figured it couldn't hurt.

Whoretrade_policies.txt 44.34 kB · 0 downloads

ok thank you, i will try that out

 

Edit: i replaced the existing Policy document with your file but in-game Nothing changed. did i forgot something? for protocol, i replaced the document and without doing anything else tested out on a new game

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On 6/16/2020 at 10:07 AM, xXRD88Xx said:

ok thank you, i will try that out

 

Edit: i replaced the existing Policy document with your file but in-game Nothing changed. did i forgot something? for protocol, i replaced the document and without doing anything else tested out on a new game

Peculiar. I've not had any issues with it. To double check, you've extracted both the mod folder and the .mod file to the "Paradox Interactive/Stellaris/mod" folder? If that's not it I'm wondering if it's a mod conflict somewhere in your setup.

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