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Immigrants

Inspired by Dwarf Fortress and "A Colonist A Day" by WalkingProblem Preview image: Ellis Island (~1910) - Library of Congress (CN 91482188) Integrates with: (but not required) Royalty Ideology Biotech Simple Ogre Race (Continued) [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2923822664]https://steamcommunity.com/sharedfiles/filedetails/?id=2923822664[/url] Safe to add to a save. Removal is always ill-advised. Note this well: keep the political stuff under control. I moderate brutally; I'll delete whatever I care to - don't test me. -- Default settings: 1-5 immigrants arrive at your colony every 15 days. (They instantly join; no option to refuse, a la Dwarf Fortress) Usually colonists/tribespeople (who can arrive as children with Biotech), but rarely ancient soldiers or pioneers (a colonist with better equipment) If you run Royalty, sometimes nobles will arrive. If you run Simple Ogre Race (Continued), sometimes ogres will arrive. Immigrants are prevented from arriving on underground and Odyssey/SOS2 space maps. Colonists and tribespeople (and their ogre versions) can arrive with cats and/or livestock (chicken, cow, muffalo) Mod settings available: Enable/disable Minimum immigrants per wave (default 1, max 10) Maximum immigrants per wave (default 5, max 25) Individual letter threshold (default 6 - i.e. if more than 5 immigrants, send one bulk letter instead of 6+ separate ones) Immigrant wave arrival interval (default 15 days, max 60 days) Chance of immigrant wave (default 100%) Immigrants use player primary ideology (Ideology only, default, otherwise random) Immigrants arrive as slaves (Ideology only) - applied fix, is this working? Allow children (Biotech only, default) Chance of child immigrant (Biotech only, default 10%) Force xenotype (Biotech only - vanilla/modded, allows access to custom/random xenotype options) Force custom xenotype (Biotech only - this dropdown populates in-game only) Force random xenotype (Biotech only - can be vanilla/modded or include custom xenotypes) Allow ancient soldiers (default) Allow pioneers (default) Allow nobles (Royalty only, default) Allow ogres (Simple Ogre Race (Continued) only, default) Allow cats (default) Allow cows (default) Allow muffalos (default) Allow chickens (default) To do/ideas: * Incorporate colony size and wealth into immigrant wave size determination? * Incorporate colony overall happiness into chance and size of wave? (Not that I have any idea how at the moment :) ) * Expose percentages of pet/livestock/immigrant types to mod settings? * HAR, faction, pawnkind related options? * Fancy coding to get even more customizable?