Stellaris

Stellaris

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Xenoist Faction Slave Fix
   
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2.984 KB
May 14, 2017 @ 6:03pm
May 14, 2017 @ 6:21pm
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Xenoist Faction Slave Fix

In 1 collection by Ornlu Wolfjarl
My Stellaris Mods
2 items
Description
This mod fixes the Xenoist faction considering Robots and Pre-Sentients as slaves. It makes the faction overlook these types of pops when checking for slaves within the empire.

Other sentient species will still be detected as slaves and the faction functions normally otherwise.

Game version: 1.6.1
Ironman: Incompatible

This mod changes the common/pop_faction_types/xenoist.txt file only and should be compatible with any other mod as long as it doesn't affect that file.
7 Comments
Ornlu Wolfjarl  [author] Jun 15, 2017 @ 1:59pm 
@edtheshed I'll get on it over the weekend, not at home this past week.
edtheshed Jun 15, 2017 @ 12:41pm 
update incoming?
xXx_COBGANG_xXx Jun 4, 2017 @ 6:01pm 
thx
Markolainen May 28, 2017 @ 4:27am 
Thank you!
Kepos May 16, 2017 @ 3:53am 
Sounds like a plan to me if you'd like to. ;-)
Your mod is allready awsome, guess you can make it.
Ornlu Wolfjarl  [author] May 16, 2017 @ 3:38am 
@Kepos, do you mean that your people would choose who to regard as slaves and who not to? That would be a bit tricky. Best I could do would be to make them choose according to species type (mammalian, reptilian, etc), but I don't think it'd be a very good implementation.
Kepos May 16, 2017 @ 1:43am 
Nice idea. However, I'm still not impressed by how the game handles slavery. Even in our own history, no civilization took all other beings as slaves. More reliable would be to 'choose' which other species would be seen as slaves.

So, my question is, would you probably think about a mod that one can choose which species to take as slaves, while all other are not? Not unlike species rights...