Modding a Pollution factor

Is it possible to mod a building witch increase the population growth on a planet?

I know it is possible to give your total civilization a bonus in Population growth but I'm only looking to increase it on one planet like a special super project

Also if it is possible it could be used to assignee some buildings with a negative Pop. Growth factor to simulate the problems of pollution.

An industrial Capital could be modded to bring a -20% Pop. Growth

Best Regards
Zephyr
3,910 views 4 replies
Reply #1 Top
There was planned to be a food modifier % ability for improvements in DA, but the improvement that uses it is not currently enabled. I'm not sure if it is working at this time, and if it is, whether it supports negative values.
Reply #2 Top
Great idea. Add more completely unenjoyable features.

I'd say that by the time a race can become space faring, they have pollution under control.

Sheesh. Try getting involved in important game issues.
Reply #3 Top
Ok thanks for the answer

and to wheeeloffire : First of all this is just a mod question under the Modding thread... and 2 I think it could be fun (for my personal taste) to try and create some side issues to some of the buildings. My idea was to be able to create "Dead" planets with almost no population growth due to Heavy Industry or special Super Projects. This could be a project turning a planet into a Galactic atomic waste yard, giving you an Empire wide Economy boost but giving the planet a - 75% Population Growth.
I could also think up other interesting uses of personal taste.

Best Regards
Zephyr








[color="#FFFF00">
Reply #4 Top
Chiming in late, and most likely beyond the scope of modding (quite new to the game, and not entirely sure what's possible yet), but I have a fondness for throwing ideas out there. Sure a space faring society would be *able* to lick pollution, but there are many examples in sci-fi where it's not done because it's not expedient to do so. My personal suggestion, whether it be for a later version, or maybe for a mod (a few ideas in my head about how it could be done with buildings) would be a combination of a slider (or optionally a set of buildings, with the mid-level choice being none at all)... call it sustainability, and a counter for pollution. Low sustainability would raise the pollution counter, but give a production and economy bonus. Mid-level sustainability would give no bonus, but wouldn't add to the counter. High would give penalties to production and economy, but decrease the counter. As the pollution counter increases, penalties to population growth, max population, morale and loyalty start growing as well, and extremely high values could give a chance for catastrophic effects (sudden die-off, especially if population was at max, and the max dropped... improvements destroyed, terrain becomes unusable, etc.)

Trends either way throughout the civilization could also have more universal diplomacy, influence, morale and ethical effects - especially as either your citizens die off due to your greed, or you annex someone else's messes and clean them up, respectively.

Like I said, quite possibly beyond the scope of modding, but it'd be cool. And if it's not moddable, it would make a good (IMHO) addition for some future expansion pack.