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Also if anyone is suffering their economy not giving them caps/Ncr/ U.s dollars
run this command.
event icode_caps_mechanical_events.1
I have a philosophy that in Fallout you get punished early on for doing the right thing.
As time moves on it will be mitigated with more access to resources, more factories, and more industrial capacity.
[18:12:25][2275.02.24.20][triggerimplementation.cpp:2844]: common/characters/ERB.txt:1811: has_idea: enc_collapsed_economy is not A valid Idea
[18:11:32][2275.02.09.05][triggerimplementation.cpp:2844]: common/characters/ERB.txt:1811: has_idea: enc_collapsed_economy is not A valid Idea
On National Spirit: Working on that. Actually next update I've done exactly that, across the board. I'm quite pleased how it turned out. Now Idea bloat isn't going to completley go away given this is a long form mod but I've actually reduced it down from when I started. It's a continual battle but I'm getting there.
On Slavery: In universe: When you disrupt Vault City and New Reno's peculiar institutions they tend to get uppity. Last time the US tried to end slavery, folks got a bit uppity and there was a whole war about it. So you take the hit early on and by end of the game it's semi-forgotten and not even a problem all things considered.
Out of Universe: That's an older even not written by me, and I have a rule to not remove or change my predecessors stuff unless its game breaking or pragmatism (I.E. it affects the lore of OWB too much) dictates otherwise. Slavery being horrible does not meet either threshold.
Secondly, why in the world is banning slavery a *bad* thing?? I's economically and socially corrosive to anything it touches, it stifles innovation and change and it's effects can still be seen in the american south to this day. If anything, banning slavery should give the reform player a *buff*, preferably in recruitable population, research speed, and stability.
@captshades December.
love the mod btw <3