I made a custom mod to fix them this is the list of bugs I found:
With those patched necrophage works. But notably I am not sure if the first one is intentional or not now because the game was changed in 4.0.16 to use a shared grouping for pop growth. I also don't know if that is a bug or not. But any biological species now counts for pop growth and species logisitic cap is per planet not per species. It was never per subspecies but species so I assumed it was always on purpose and not a bug. If that regression in 4.0.16 is a bug then the necro change I made is correct if it is not a bug then I guess you could leave it as is. Though TBH it is still often a lot better to grow necros directly if you bio ascend because you can bypass most of their popgrowth penalties from earlier.
- Necrophage will always trigger does not grow and does not use bonus growth in the pop logic
- Necrophage purging always floors to 0 and resulting in the necropurge never generating unity. (there is a bunch of purge bugs here because they where not scaled but swapped to a per_100_pop call that floors the result.
- Purging results in escaped pops when there is no where for the pop to be a refugee. (this is the one that I assume is fixed by the beta but haven't played it yet.
The second point (necro purge always floors to 0) is not quite correct. What happens is the purge operates per faction and if one refugee roll is made, the whole faction escapes. You can test this on a multi-faction world that has been conquered. You can save and reroll a purge/refugee roll and see the different outcomes of the roll with the population changing to correspond to which factions escaped or not (and just purged normally).
As to to the necrophage pop growth, this is defo a bug of some sorts as you note as you can start with mutagenic spas and hedonism, and gain around 60% pop growth from month 1, not including egg laying/etc. Necrophage pop growth will still be zero, so something is preventing it from growing at all.
If pop growth multpliers could apply to necrophage, it would be more playable, but the split in species and the way pop growth is now calculated, means that the slave species will not grow enough pops by year 10 to balance necrophaging. So there are still mechanically major problems with the race.
I think the pre-FTL populations need to be increased again to compensate.
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