Stellaris

Stellaris

Penal Colony: Enhanced
57 Comments
Wairui May 23 @ 5:50pm 
Together with this mod, I like to use 'Special Colonies Overhaul' from FebHare's Workshop. From comparing change lists between the two mods, they don't seem to overlap but am I correct in that compatibility assessment?

List of overwritten files and items.
- Special colonies capital buildings in common/buildings/00_capital_buildings.txt
- Decisions assigning or abolishing special colonies in common/decisions/02_special_decisions.txt
- Most items (exclude "uses_district_industrial") in c ommon/scripted_triggers/01_scripted_triggers_buildings.txt
- resort_colony in common/static_modifiers/08_static_modifiers_megacorp.txt
- special colonies techs in common/technology/00_soc_tech.txt
- "can_species_procreate" and "can_species_be_assembled" in common/game_rules/00_rules.txt
- event action.89 in events/on_actions_events_1.txt
- servant, overseer and slave toiler jobs in common/pop_jobs/00_other_jobs.txt
hamzanuseibeh Apr 8 @ 8:24am 
will this be updated for 4.0?
Jeff Mar 7, 2023 @ 10:50pm 
Yea that's fair enough, thanks for that tip I will def give it a go and try mod it for myself
corsairmarks  [author] Mar 7, 2023 @ 8:23pm 
@Jeff I decided to leave it for parity with the base game. If you would like to make a sub-mod (either for your own use or distributing on the workshop), you would just need to remove lines 30, 31, and 32 (the potential = { } block) from common/decisions/zz_penal_colony_enhanced_special_decisions_overrides.txt
Jeff Mar 6, 2023 @ 8:31pm 
this mod looks great, is there any chance you'd want to remove or lower the minimum size for penal colonies?
CTH2004 Feb 13, 2023 @ 10:03am 
nice!
Vietnam Feb 13, 2023 @ 5:53am 
Using this mod and "Terraformable Sol System" mod i turned pluto from a barren frozen wasteland to a barren frozen wasteland with a labor camp
Big Sneezy Jan 2, 2023 @ 8:56pm 
Awesome, thank you!
corsairmarks  [author] Jan 2, 2023 @ 8:20pm 
@dostillevi I worked with FrozenParagon - our mods are now fully compatible.
corsairmarks  [author] Jan 1, 2023 @ 7:59pm 
@dostillevi I wager yes, although likely a very minimal one. I believe both mods adjust the decision to create penal colonies. I will see if I can enable built-in support in this mod, and/or hash it out with Frozen.
Big Sneezy Jan 1, 2023 @ 7:15pm 
FrozenParagon recently updated an old mod that allows creation of Prison, Resort and Thrall Habitats. Any idea if that would need a compatibility patch to work with this mod? Seems like the two might go nicely together. https://steamcommunity.com/sharedfiles/filedetails/?id=2905474716
corsairmarks  [author] Dec 14, 2022 @ 5:16pm 
Now updated for 3.6 "Orion" - including all the Pop upkeep changes and capital building additions.
corsairmarks  [author] Dec 12, 2022 @ 6:50pm 
@Napalm I need to review to that game's script changes and how it has affected my various mods, so watch this space for an update.
Napalm Dec 11, 2022 @ 10:35pm 
Hey, is this mod still functioning for 3.6?
corsairmarks  [author] Jul 19, 2022 @ 3:14pm 
@transfemgodtamer I can take a look at the weighting for the decision. Now that it costs unity, the AI much more often has the resources to enact it.
hello_world Jul 19, 2022 @ 12:23pm 
..i feel like this would be better if egalitarians who weren't xenophobic were barred from having penal colonies because like. i keep having fanatic egalitarian released sectors who keep making penal colonies despite having SHARED BURDENS and their pops being in very good conditions otherwise. legitimately why. the ai just keeps making them. if they even have a second world it practically is doomed to become a penal colony.
Big Sneezy Jun 16, 2022 @ 5:04pm 
Thanks, I'll test a gestalt and see how it works out.
CTH2004 Jun 16, 2022 @ 5:00pm 
So, did you like my suggestion?
corsairmarks  [author] Jun 15, 2022 @ 8:59pm 
The inmate stratum (pop_category) could theoretically apply to gestalt Pops, but it doesn't have anything set up for gestalt Pops (no bonuses, military job exclusions, resettlement cost, etc).
Big Sneezy Jun 15, 2022 @ 6:57pm 
Quick question - do gestalt pops become inmates as well? I'm working on compatibility with Expanded Espionage and Diplomacy, and that mod adds a simple drone production mult to the penal colony. I think it's not necessary in the merge, but wanted to check first.
Orionox Jun 2, 2022 @ 1:25am 
Is this compatible with punisher?
corsairmarks  [author] May 12, 2022 @ 9:20pm 
Updated for 3.4 - notably includes underlying changes to the overridden econ category, and updates for the penal armies.
CTH2004 Apr 10, 2022 @ 11:14am 
2 things: Could you make it so there is a 0% chance of pops leaving once they settle (To represent the fact that this is for lifetime sentences).

A policy called "Eternal Punishment" which defaults to off. It will stop inmate pops from re-producing, (Any kids are sent for adoption). If on, that means you commit a crime, and all future generations of you are also punished! Maybe you should have thought it through... (so still decreased pop reproduction).

Then, maybe special districts for the prision world? INcluding one that adds more wardens

Also, could you make a mod that improves resorts? For instance, how 'bout special districts for them (Malls, artificiall beach's, get the idea?)

Thanks!
corsairmarks  [author] Mar 29, 2022 @ 12:56pm 
@superakk32299 would you like to translate it?
superakk32299 Mar 29, 2022 @ 10:12am 
Hello, can you add localization files for other languages(russian) please?
corsairmarks  [author] Mar 8, 2022 @ 1:40am 
@BadCat7 cheers, hope you like it!
BadCat7 Mar 8, 2022 @ 1:33am 
I see you are playing stellaris right now, thanks for the mod imma try it out! it looks sweet! good luck on your game !
Ardent Debater Feb 27, 2022 @ 1:07am 
This is very cool
Brokkhouse Feb 24, 2022 @ 7:00am 
Awesome, thank you!
corsairmarks  [author] Feb 23, 2022 @ 9:26pm 
@Brokkhouse - yes, just uploaded the changes.
Brokkhouse Feb 23, 2022 @ 7:18am 
Hi, thank you for a great mod. Is this compatible with 3.3.1?
corsairmarks  [author] Feb 2, 2022 @ 5:18pm 
@Teamson The files aren't named the same, so that unfortunately not resolve it. The implest thing to do is search the "common/static_modifiers" folder in both mods for "penal_colony," then colmbining the contents of them together. If you start your filename the ~ then it should load last and override both mods with the combined modifier.
Teamson Feb 2, 2022 @ 2:04pm 
Thank you so much for you answer and your help. To bad i suck at stuff like this and will most likely just break things^^ Or could i just throw the content of both mods together and keep (when promted to overwrite) the data from this mod?
corsairmarks  [author] Jan 28, 2022 @ 6:25pm 
@Teamson Doing a merge of the Planetary Decision would be fairly easy. Take the one from this mod as a base (it's important for setting up the special Penal Colony capital) and then removing the limit that requires the planet to >= size 15. The trickier part will be merging the static modifers together. Both mods use it to add a lot of their intended bonuses to Penal Colonies.
Teamson Jan 28, 2022 @ 8:00am 
allright, thanks mate! Thought maybe i can just overwrite each other and keep the rest which is compatible.
corsairmarks  [author] Jan 27, 2022 @ 11:54pm 
@Teamson based on the fact that both this mod and Punisher both override the "Create Penal Colony" decision and the planet modifier give to the penal colony, no they are not compatible.
corsairmarks  [author] Jan 27, 2022 @ 5:55am 
@Teamson - I don't know. If you post a link to that mod, I can take a quick look.
Teamson Jan 26, 2022 @ 9:27am 
Is this compatible with "Punisher - Convicts, prisions and capital punishment" ?
corsairmarks  [author] Jan 14, 2022 @ 11:45pm 
Alright, back in the swing of things for modding. I spent some time investigating the feasibility of some suggestions:

* Altering built-in job outputs - not desirable due to needing to override the entire jobs file
* Altering built-in buildings - same as jobs (above)
* Restricting built-in buildings - would require altering the building (above)
* Altering the chance for Pops to migrate to/from a Penal Colony - not possible to mod
* Penal armies - doable
* New buildings - possible, depending on the effects - easiest to add new jobs or reuse existing ones with no changes

I'm not looking to adjust Resort Worlds - so if someone else is interested, feel free to build on ideas here.
Wilmfe23 Dec 28, 2021 @ 5:40am 
@corsairmarks
I more so meant you also need a prison system to justify penal colonies.
Also I do agree that resort worlds need a complete make-over. They should be restricted to very valuable worlds so that they are a tough price to give up. Maybe have it be based on amenities so that you need it to reach a certain amount of amenities before you can upgrade it. It would produce a lot of trade and increase the happiness and stability of every planet.
BlueRye Dec 27, 2021 @ 4:51pm 
Ah, yes, yes, post-apocalyptic nuclear winter resort world, paradox's favourite!
ComradeCorvus Dec 24, 2021 @ 8:19am 
Idea: Penal military units that can be recruited for a bit cheaper than regular armies, but do slightly more collateral damage.

Forcing inmates into military service like the soviets did lmao
CTH2004 Dec 23, 2021 @ 3:32pm 
also, resort worlds have no districts, and therefore easily get over-populated. Could you modify them to have jobs like this, and make them more, I dunno, "resort-y?"

You could make a seperate mod, or modify this, and maybe find ways to improve the thrall world. Combining those together, you get a new name. The "Special Planet Enhancment Mod!"
CTH2004 Dec 23, 2021 @ 2:49pm 
FINALLY!!!!!!!!!
corsairmarks  [author] Dec 21, 2021 @ 6:47pm 
Oh and @MYSTERIO - if you want to dip your toes into modding it yourself, it's petty straightforward. In the "common\decisions\02_special_decisions.txt" file, remove the condition "NOT = { owner = { any_owned_planet = { has_modifier = resort_colony } } }" from decision_resort_colony and "NOT = { owner = { any_owned_planet = { has_modifier = penal_colony } } }" from decision_penal_colony.

You should able to copy only those two decisions into a fresh file and make the chanegs I suggested, and you'll be able to have an unlimited number of both.
corsairmarks  [author] Dec 21, 2021 @ 6:41pm 
@Wilmfe you're right in that they don't have inmates in the sense of being incarcerated in prison buildings. When I was writing the mod, I considered it like a planet with one spaceport that is controlled and heavily guarded, and the residents are effectively held hostage to their own needs for offworld supplies. In exchange for those, the prisoners must meet production quotas. It informed my descriptions of the capital building, at any rate. And similar to the new Angler/Pearl Diver jobs, the Wardens aren't exactly analogous to what we would find in current-day prisons.

As for new features - everything is on hold until the new year. It's prime holiday season in the US so won't have as much time to devote to new code.
Wilmfe23 Dec 21, 2021 @ 4:16pm 
A penal colony doesn't have inmates. By definition it means a regular colony but people aren't allowed to leave.
It kind of needs a prison system to work though as that's why penal colonies were made in real life. It's cheaper just to dump people on some hellish rock than to have to take care of them.
bizmaster The Slav Dec 21, 2021 @ 12:09pm 
I love this mod but since i always play xenophobe, it's weird i can't reduce chance of my own species becoming criminals and increase chance of xenos becoming criminals. Would be a good idea to add a building like Ulthar said before me. I feel like this mod will be great when you add some more stuff to it. Anyways added it to my game.
MYSTERIO Dec 21, 2021 @ 11:31am 
Would you be able to make a mod that removes the limit on the number of penal colonies and resort worlds, but leave it vanilla without the enhancements from this mod. Please