Jump to content

[mod] Citizen's Sex Rights


Calcifire

Recommended Posts

Posted

I can't seem to get Seedbeds to work, and I really really want Seedbeds to work.

 

My main species are all-male brood parasites.  I am unable to set ANY other species as seedbeds, though, due to not having viable wombs?  Note that the pictured species attached is all-female, so they should all have viable wombs.

2024_08_24_1.png

Posted (edited)
Quote

I don't seem to understand how the "Raider" Military service works. 

I've decided to changes some their conditions. Namely, the ability to make raider armies has been taken out of the military service type menu and only appears in the build army menu. This ought to make things less confusing, at the cost of some flavor text. Just make sure you delete the old version of the mod before updating.

 

On 8/24/2024 at 8:56 AM, toynbeeidea said:

I can't seem to get Seedbeds to work, and I really really want Seedbeds to work.

At the current time, the Seedbed slavery type is based on the traits of the enslaved species. AKA I didn't figure out how to get the game to check the empire's main species until recently. I should have a patch out, now, to address this. Just make sure you delete the old version of the mod before updating.

 

I've also gone around and squashed, idk how many unreported bugs with this mod. But you guys know how it is, there are always more.

I know I haven't been as quick to respond lately, but trust me, I am reading everyone's comments.

 

Lastly. I added a new "Sex Refugees" policy that I only made because I wanted to see desperate singles in my area trying to get inside my Authoritarian Hell borders. In the vanilla game, the devs never imagined why a species would ever want to flee slavery just to wind up in slavery again, but I can think of a few. Anyway, don't worry, cause the npc empires won't be able to use this ability, so everything ought to be fine.

Edited by Calcifire
Posted
19 hours ago, Calcifire said:

Lastly. I added a new "Sex Refugees" policy that I only made because I wanted to see desperate singles in my area trying to get inside my Authoritarian Hell borders. In the vanilla game, the devs never imagined why a species would ever want to flee slavery just to wind up in slavery again, but I can think of a few. Anyway, don't worry, cause the npc empires won't be able to use this ability, so everything ought to be fine.

Sometimes you just gotta escape all that freedom you know? How are you meant to live without someone tell you what to do?

 

One random idea I had that maybe fit in within your mod if you're interested is a Debris Policy Where you can sometimes find surviving pops from the debris from other empires. I'm not sure how to much it doesn't like happening from debris from like mining drones or if just need to account for that.

 

Another idea is like a sexy version of the Raiding Bombardment, I'm not sure if would need to do anything unique like only abducting male or female pops or just a version with kinky text.

Posted
9 hours ago, Spaceguest991 said:

One random idea I had that maybe fit in within your mod if you're interested is a Debris Policy Where you can sometimes find surviving pops from the debris from other empires.

 

Another idea is like a sexy version of the Raiding Bombardment,

Good.

Idea 1.) The debris policy would be cool, but I don't think it's possible. As far as I know, debris fields generate based off of ships, which don't carry species data. But, yeh, it would be cool.

Idea 2.)This is likely possible and probably some amount of work to do. I would just have to pop open the hood and take a look. Pops technically don't have genders, so you can't do anything about that, BUT you could definitely give it kinky text, AND I would even make it harvest pops even faster.

  • 2 weeks later...
Posted
On 8/28/2024 at 9:09 PM, Spaceguest991 said:

Another idea is like a sexy version of the Raiding Bombardment, I'm not sure if would need to do anything unique like only abducting male or female pops or just a version with kinky text.

OKAY! I just uploaded a new version of the mod that includes the new sexy raiding bombardment. Either get the Nihilistic Aquisition perk or take the Mutagenic, Invasive Brrders, Throng, Host, or Brood Swarm civics. 

Posted

So guys I don't know if I'm doing something wrong or what but the citizenship types do not gives any happiness bonus to the citizen population nor the others population (in the emergency relief case). The happiness malus is correctly applied to the species, but the happiness bonus to the citizens does not. Any idea?

 

Thanks!

Posted (edited)
On 9/10/2024 at 11:53 AM, JalloBang12^ said:

So guys I don't know if I'm doing something wrong or what but the citizenship types do not gives any happiness bonus to the citizen population

Ah. Man, Stellaris likes to change things under the hood all the time without my notice. It seems like "pop_citizen_happiness" modifiers have been mostly scrubbed out of the game so I had to make my own from scratch. They even removed the fact the decadent used to apply happiness based on slave pops being present. I don't think I did a perfect job, but I definitely think I did a serviceable job. K, so from now on it'll show up on your pop happiness modifiers as "full autonomy". I don't know how to change the text for that, but hey, it's applying the modifier again now. Feel free to give me feedback on shit working/not working.

-I'm 90% sure that my new code counts the number of pops that have lewd citizenship per planet  and applies bonus happiness to citizens locally...

-I'm 10% sure that my new code instead counts the number of species that have lewd citizenship status per planet and applies bonus happiness to citizens locally.

-Both should increase by 5% increments. So like having 3 lewd pops should be +15%.

Seeing as I'm having to start over, I haven't touched making each type of lewd citizenship increase by different amounts, just lemme know guys if shit is even working correctly again.

 

Just make sure you delete the old mod before updating the 3.13, plz and thx.

Edited by Calcifire
Posted
10 hours ago, Calcifire said:

Ah. Man, Stellaris likes to change things under the hood all the time without my notice. It seems like "pop_citizen_happiness" modifiers have been mostly scrubbed out of the game so I had to make my own from scratch. They even removed the fact the decadent used to apply happiness based on slave pops being present. I don't think I did a perfect job, but I definitely think I did a serviceable job. K, so from now on it'll show up on your pop happiness modifiers as "full autonomy". I don't know how to change the text for that, but hey, it's applying the modifier again now. Feel free to give me feedback on shit working/not working.

-I'm 90% sure that my new code counts the number of pops that have lewd citizenship per planet  and applies bonus happiness to citizens locally...

-I'm 10% sure that my new code instead counts the number of species that have lewd citizenship status per planet and applies bonus happiness to citizens locally.

-Both should increase by 5% increments. So like having 3 lewd pops should be +15%.

Seeing as I'm having to start over, I haven't touched making each type of lewd citizenship increase by different amounts, just lemme know guys if shit is even working correctly again.

 

Just make sure you delete the old mod before updating the 3.13, plz and thx.

 

So the solution is working perfectly; the scripts correctly increases the happiness based on the number of lewd pops on planet. That's quite impressing!

Obviuously this, as of now, works only with the citizen population, since it is the only one with the new script in their modifiers. For the legalized fuck meat and emergency relief conditions to work properly it would be necessary to incorporate a condition in the script I believe... to check if any lewd pop is checked as f-meat or emergency relief?

Posted

So I think I found a way of doing it; I don't know if it is the most elegant however it works.

I created a new script value category:

Spoiler

babe2_sex_species_count = {
    base = 0
    complex_trigger_modifier = {
        trigger = count_owned_pop
        trigger_scope = planet
        parameters = {
            limit = {
                OR = {

                    has_citizenship_type = { type = fuck_meat = prev.owner }
                    has_citizenship_type = { type = emergency_relief = prev.owner }
                }
            }
        }
        mode = add
    }
}

 

I then added a new inline script, called "resident_sex_happines" which obviously multiplies only by the new variable

Spoiler

triggered_pop_modifier = {
    pop_happiness = 0.05
    mult = value:babe2_sex_species_count
}

 

I then added the limited citizenship into citizenship values files and added the hew inline script

Spoiler

citizenship_limited = {
    new_pop_weight = 0.75

    pop_modifier = {
        pop_happiness = -0.1
        pop_amenities_usage_mult = -0.25
        pop_political_power = -0.5
    }

    inline_script = {
        script = 1b_resident_sex_happiness
    }

    potential = {
        OR = {
            is_sapient = no
            AND = {
                exists = from
                from = {
                    NOR = {
                        has_authority = auth_hive_mind
                        has_authority = auth_machine_intelligence
                    }
                }
            }
        }
        NOR = {
            AND = {
                from = { is_individual_machine = no }
                has_trait = trait_machine_unit
            }
            is_shackled_robot_species_rights = yes
        }
    }

    allow = {
        custom_tooltip = {
            fail_text = "presapients_not_accepted_citizenship"
            OR = {
                is_sapient = yes
                from = {
                    NOT = {
                        has_policy_flag = pre_sapients_eat
                        has_policy_flag = pre_sapients_purge
                    }
                }
            }
        }
        custom_tooltip = {
            fail_text = "HIVE_MIND_SPECIES_CITIZENS_ONLY"
            OR = {
                OR = {
                    NOT = { from = { has_authority = auth_hive_mind } }
                    from = { has_valid_civic = civic_hive_guided_sapience }
                }
                has_trait = trait_hive_mind
            }
        }
        custom_tooltip = {
            fail_text = "HIVE_MIND_MAIN_SPECIES_ALWAYS_CITIZEN"
            NAND = {
                from = { has_authority = auth_hive_mind }
                has_trait = trait_hive_mind
            }
        }
        custom_tooltip = {
            fail_text = same_species_disallowed
            NOT = { is_same_species = from }
        }
        custom_tooltip = {
            fail_text = "lonely_hive_mind_pops_kill_themselves_citizenship"
            is_lonely_hive_mind_pop = no
        }
        custom_tooltip = {
            fail_text = "disconnected_machine_pops_kill_themselves_citizenship"
            is_disconnected_machine_pop = no
        }
        custom_tooltip = {
            fail_text = "FANATIC_PURIFIERS_MUST_PURIFY"
            OR = {
                NOT = { from = { has_valid_civic = civic_fanatic_purifiers } }
                is_same_species = from
            }
        }
        custom_tooltip = {
            fail_text = yes_service_yes_citizenship
            if = {
                limit = {
                    from = { has_valid_civic = civic_citizen_service }
                }
                NOT = { has_military_service_type = { type = military_service_full country = from } }
            }
        }
        custom_tooltip = {
            fail_text = selective_kinship_must_citizen
            if = {
                limit = {
                    from = { has_valid_civic = civic_selective_kinship }
                }
                NOT = { is_same_species_class = from }
            }
        }
    }
    ai_will_do = {
        factor = 3
        modifier = {
            factor = 0
            from = {
                has_valid_ai_personality = yes
                has_ai_personality_behaviour = multispecies
            }
        }
        modifier = {
            factor = 0
            from = {
                has_valid_ai_personality = no
                OR = {
                    has_ethic = ethic_xenophile
                    has_ethic = ethic_fanatic_xenophile
                }
            }
        }
    }
}

 

It seems to work for me.... care to test it as well?

Theoretically the same thing could be done with a separate script for emergency relief so that only in this case the slaves get their bonus..

 

I havent' found a way to change the ingame text though....

Posted (edited)
9 hours ago, JalloBang12^ said:

It seems to work for me.... care to test it as well?

Current version I have uploaded does what you did and a lil more. different pop types should apply 1-3-5% bonuses based on their citizenship type. Hard thing to test for because the "Full Autonomy" modifier isn't itemized, but it seems to be working correctly. One thing I know for sure is that my code doesn't seem to work on habitat stations. The only way I know to fix this is to turn it into an empire wide buff, instead of being based on the colony, but that sounds lame. I'm personally just willing to ignore it.

Edited by Calcifire
Posted
15 hours ago, throwaway110305 said:

Hi, I've noticed both the files listed for download on the page are actually files for the "Trait Pack" is that correct?

Oops.

Posted

Just some comments on some other things I've noticed. For now, this is just observations while playing hive-minded.

 

I've noticed that seminal subsistence seems be an exact copy of basic subsistence. My owner species also doesn't have any traits that would imply that they could provide this. Unless it's just for theming, I'm not sure about this.

 

Slavery types seem to mostly just help nudge those pops into specific kinds of sex jobs. Is that right?

 

I saw there was some talk about the "seedbeds" slavery type before, and I still had an issue with it. I took a look at the files and found the reason. If you're playing as an all male or brood parasite ect. empire, you will get the 2nd version of seedbed slavery. However, you also have it setup so that the slave NEEDS to have one of the mutagenic traits from your trait pack. Also, unless I don't fully understand, trait_babe_property doesn't seem to even exist. Personally, I think the LV traits are enough for me so I don't plan on using it. Personally, I don't think this restriction makes sense, so I swapped it out for the not all male restriction of the other version. Once I did that, I could use the slavery type.

 

  • 2 weeks later...
Posted

The purge rights dont seem to work for me, any requirements other than ethics that allow purging?

Posted
On 9/19/2024 at 4:37 AM, hyperk2 said:

I've noticed that seminal subsistence seems be an exact copy of basic subsistence.

Yeh, some of the mod is just there to add flavor and unfortunately do anything mechanically. Policy modding is kinda limited and sometimes I can't find a way to make it do what it says on the tin. In the case you brought up, I couldn't get it effecting food upkeep initially. But I've since taken a second swing at it and appear to have gotten it working + restricted if the empire main species doesn't have the nutritious cum trait. So that's cool.

 

On 9/19/2024 at 4:37 AM, hyperk2 said:

Slavery types seem to mostly just help nudge those pops into specific kinds of sex jobs. Is that right?

Yeah, pretty much.

 

On 9/19/2024 at 4:37 AM, hyperk2 said:

I saw there was some talk about the "seedbeds" slavery type before, and I still had an issue with it. I took a look at the files and found the reason. If you're playing as an all male or brood parasite ect. empire, you will get the 2nd version of seedbed slavery. However, you also have it setup so that the slave NEEDS to have one of the mutagenic traits from your trait pack. Also, unless I don't fully understand, trait_babe_property doesn't seem to even exist. Personally, I think the LV traits are enough for me so I don't plan on using it. Personally, I don't think this restriction makes sense, so I swapped it out for the not all male restriction of the other version. Once I did that, I could use the slavery type.

Oh, okay. It looks like I had my disallows in seedbed2 swapped with seedbed1. Should be fixed now. You can checkout the newest download

Posted

Dangerous Wildlife removal tech does not appear when I use this mod and I even colonized all the world that have Wildlife, Gorehound, Reinbug and Magma Wyrm blockers.

 

I used minimal mod loadout of LV, Calcifire Trait pack and this mod when testing and narrowed down to this one.

Posted
On 10/8/2024 at 7:55 AM, Katai said:

Dangerous Wildlife removal tech does not appear when I use this mod and I even colonized all the world that have Wildlife, Gorehound, Reinbug and Magma Wyrm blockers.

I believe it.

Dangerous Wildlife tech doesn't normally spawn unless you have it on one of your planets. Which means you are totally screwed if you end up with one of my critter blockers first before you find a planet with Dangerous Wildlife.

You'll have to make sure you delete my mod first, but I have a new version up right now that hopefully addresses this, but it's a hard thing to test for. So if anyone still doesn't have any luck, do let me know.

Posted

I'm beginning to think that perhaps a slight expansion of the events to include a option to fund research into how to deal with dangerous wildlife might be in order if the bug continues to be a issue. Say a few thousand energy credits for like a 5% progress towards the Dangerous Wildlife tech? Or perhaps separating your blockers from the vanilla tech and add a separate tech that handles your unique blockers rather than trying to piggyback off the vanilla Stellaris tech given the issues.

Posted
21 hours ago, assassin4d3ath said:

i cant play well because there is no description it always says tooltip delayed pls help what can i do about it.

 

Ah, so. I don't have any language files outside of the english setting. (now, I can't translate this stuff) BUT I can at least make it display english when using the other common language settings. I'll have those for my next update, sure. no TBA

 

On 10/9/2024 at 6:07 PM, Railgunner2160 said:

Say a few thousand energy credits for like a 5% progress towards the Dangerous Wildlife tech? Or perhaps separating your blockers from the vanilla tech and add a separate tech that handles your unique blockers rather than trying to piggyback off the vanilla Stellaris tech given the issues.

If the issue persists, I'll look into making a new solution.

Posted

Hi! I'd been playing a lot of hive mind because I love taking the Tentacle Symbiosis origin from LV and capturing xenos to set them to the brood mothers livestock type so my tentacles can milk them for food >:3. I wanted to try a new regular empire build though using the Milk Ranchers civic and a parallel evolution origin, to specialize a subservient species for milking and use them as milk cow livestock like with my hive mind runs, while allowing my main species to work on normal production and turn cum into alloys with the Catalytic Processing civic. but turns out it doesn't seem like this is possible? I know there's Milk Maidens which will boost milk cow production, but I can't force the subservient species to prioritize the milk cows job so that I benefit from the traits I gave them. Do you think we could get a milk cows slavery/livestock type for normal empires in the next update?

Posted
On 10/17/2024 at 1:24 AM, TheLyric27 said:

Do you think we could get a milk cows slavery/livestock type for normal empires in the next update?

I'll just have a look at the job weight number again and see if I can put more pressure on the system to encourage the dairy jobs for them

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...