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But then the issue is, needing just 1 pop for a colonized world so it would be easy to just wipe a planet possibly without more effort.
It would be complicated/annoying to deal with making slave/robot pops.
Got to consider crime/stability/amenities and how I'd have to adapt them.
It's just a lot of stuff. My best and most successful way to fix the performance and still be sorta compatible was to make all buildings and districts give just 1 related job.
But even doing that was a big overwritten mess. Worked good though since most planets could only have 37ish pops
building and districts base resources upkeep and job slots; become like resources also
then a ration of pop vs job; difference form of percentage debuff to resources per month.
all % reduce, % more resources; instead applies a buff globally; essentially they become the same buff; negative becomes a debuff that reduces the buff effects before calculating final buff.
the problem; is that such a mod basically has to rewrite half and delete half game mechanics
occurs to trading and listening post/detect/sensor; creates lot instances calculations, that stacks to much also.
lota work and potential conflict of mods;
Should directly be put in game vs add mod [especially for compat];
i think this the frustration part; problems im reading; this is what i assume ofc; i no coder
Pardon the text wall.......
Then once I actually compared I found it to be worse which defeats the whole purpose of this mod.
I did actually consider another way to doit that may be better on perfromance (altho i have no idea why less jobs was equaling more lag) but this mode broke me and I havnt been able to mod anything since.
There would still be alot of issues with running it for updated versions. This works by overwriting all vanilla building and district files. So new changes like to cost or mechanics would not be implemented and your game would be likely worse off.
For example:
This was made before aquatics so things like pearl divers and fishers wouldnt work properly.
This works for the version it was made for. I tried to update it but performance with the mod was actually worse than without like I said before and that killed the drive.
My last test showed it actually slowing the game down so...
Took 16 seconds for a month to pass without the mod then 26 seconds with the mod on with some changes I had done.
When I reverted the changes (done for compatibility and ease of patching reasons) the time it took to pass was still 19 seconds...
Considering I was making this mod mostly for performance issues, having it do the exact opposite has been very disheartening </3