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EntilZha

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9 Badges
Mar 4, 2018
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  • Cities: Skylines
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  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
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  • Surviving Mars: First Colony Edition
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Having no way to control your population seems like a really cheap way to add a layer of difficulty...it also seems pretty unrealistic.

Hopefully some skilled modder will add a way to control population growth.
 
Yep, this seems like a good idea.
 
This should be pretty easy to do as a toggle/checkbox on each dome. Toggle on to provide birth control, comfort levels permitting. Toggle off to let nature take its course.

This should be a base-game feature IMO. I'd hate to have to rely on a mod to secure this.
 
Sorry for the offtopic, and where is the promised icon and deluxe avatar on the forum for the purchase of the Deluxe edition?)

It might be inactive in your profile, mine was.
 
Profile shows active (block of stuff on the left) and inactive (block of stuff on the right). Once your Steam and Paradox accounts are synch'd, this forum account will know what all you have and pile up the icons accordingly. Then you can drag-n-drop between active and inactive, with active being what shows on your posts.

I had not known how this worked until yesterday when I was irked that my shiny gold Surviving Mars decal was not showing. Turns out the board will only show so many of the little icons at a clip.
 
Yea I gotta agree population control in this kind of game is a must although I would also suggest the option to make it so babies are only born if there are vacant residency slots open and when a colonist dies and a spot opens up. in the real world colonization missions like these would have strict population control applied to them especially when there are very limited resources
 
Ok, I have been playing around and I think I have created a mod that decrease the birthrate. It needs testing to see if it works as intended and the more testers the better.

If anyone willing to help please reply here and we can sort it out.

There are 4 versions and it works by increasing the requirements for a child to be born: +25%, +50%, +75%, +100%

Credit will be given to any testers when I upload to steam and it's confirmed it's working.

I'm based in UK so my timezone is GMT currently so bear that in mind if I don't reply right away.
 
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Ok, I have been playing around and I think I have created a mod that decrease the birthrate. It needs testing to see if it works as intended and the more testers the better.

If anyone willing to help please reply here and we can sort it out.

There are 4 versions and it works by increasing the requirements for a child to be born: +25%, +50%, +75%, +100%

Credit will be given to any testers when I upload to steam and it's confirmed it's working.

I'm based in UK so my timezone is GMT currently so bear that in mind if I don't reply right away.

Hello! Thanks for the mod. I actually saw it in the Steam Workshop earlier today.
I do have a question for you though, because I don't quite understand how the values work. For instance, the version where the requirements is increased by 100%, would that mean that the minimum comfort for babies to be born is 140 without the infirmary, and 110 with the infirmary? Is it even possible to achieve a comfort level above 100?

Thanks in advance! Cheers!
 
So the descriptions on Steam were just cobbled together to get something uploaded, I need to write a proper description today.

From my understanding of the value and the way the help files outline it, when we want to change a game value we + or - a % or figure to the base value.

So if the mod works as intended unfortunately it won't decrease the birth rate forever, it just changes the minimum comfort level required for a child to be born. As soon as the game reaches that comfort level then a child can be born.

I'm not in game right now so I don't know if it shows you in the UI what the level of comfort is in the way of a figure, which is why the mod needs more testing to see if it does work as intended.
 
I am also working on something similar, an upgrade to one of the medical buildings(suggestions welcome) which will be unlocked from tech tree. Current issue is the lua documentation with the game has big some holes in it. I have an open ticket with paradox support to try and get the relevant information, this is linked to these threads:
https://forum.paradoxplaza.com/foru...tation-for-the-classes-and-functions.1080384/
https://forum.paradoxplaza.com/foru...aemimont-thats-missing-documentation.1081228/
 
Hello! Thanks for the mod. I actually saw it in the Steam Workshop earlier today.
I do have a question for you though, because I don't quite understand how the values work. For instance, the version where the requirements is increased by 100%, would that mean that the minimum comfort for babies to be born is 140 without the infirmary, and 110 with the infirmary? Is it even possible to achieve a comfort level above 100?

Thanks in advance! Cheers!
Values are integers used by the game to perform calculations.
The percentage modifiers allow you to change this without explicitly stating a value
 
I try a bit for myself: none of the following stats are proofen correct! just found the stats yesterday!

PlaceObj('ModItemGameValue', {
'category', "Stat",
'id', "MinComfortBirth",
'percent', 70,
}),

PlaceObj('ModItemGameValue', {
'category', "Colonist",
'id', "BirthThreshold",
'percent', 25,
}),


feel free to make something out of it.

Greets
 
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it's a good start definitely but i was really hoping to be able stop new births all together unless there is room for more colonists if that's even possible i build my domes for maximum comfort late game so i'm not sure this mod will help me late game but it will help early game
 
Any chance that either the founder's trait could be coded to have a lower requirement (to bring it back to normal) or to provide an exception to it in the increase? I'm honestly not playing much late-game stuff right now because of the lack of challenge in keeping a population stable, but I'd like my founders to understand that it's kinda their job to get the martian population going.
 
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