Stellaris

Stellaris

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Penal Colony: Enhanced
   
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19 Dec, 2021 @ 12:07am
10 May, 2023 @ 3:02pm
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Penal Colony: Enhanced

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
Have you ever wondered why Resort Colonies are perfectly useful on Tomb Worlds but not Penal Colonies? Or been frustrated at needing to use a high-habitability planet as your Penal Colony? Then this mod is for you! The modifier for Penal Colonies is altered to grant 100% habitability, but imposes a flat -50% to Pop growth speed (the same as 0% habitability). In exchange for the overall growth penalty, you gain a new bonus to immigration-based Pop growth, a bonus to inmate job output, and (implicitly) reduced upkeep due to high habitability. Finally - your prison-planet has a large penalty to research - the criminals cannot be trusted with state research secrets and have limited ability to communicate off-planet.

Changes
Adds a new pop stratum "Inmate" that is automatically assigned to most Pops on a Penal Colony. This new stratum acts similarly to slave - Pops demote instantly, they have +10% productive job output, and they have a significant happiness penalty (-25%). In addition they have a -90% penalty to research point output to represent the lack of off-world communication as well as tight control of any information they do receive. Inmates have very little political power and their unhappiness won't significantly impact the happiness of non-Inmate Pops on the planet (ruler-strata Pops, enforcers, telepaths, and soldiers - the Inmates can't be trusted to supervise _themselves_). Should you also have the Civic: Police State or Civic: Oppressive Autocracy, each Inmate produces bonus Unity (more with both civics). Regardless, Inmates generate crime - which is doubled when unemployed.

The Penal Colony planet designation has been altered to +1 Criminal job per 10 Pops - some of the convicts in the planet-wide prison system manage to escape supervision. To compensate, Penal Colonies gain bonus stability that scales compared to how unhappy Inmate Pops are.

The Penal Colony planet modifier (added when you enact the Create Penal Colony decision) has been slightly altered as well - it grants +100% habitability (just like Resort Worlds) and +33% Pop Growth from immigration, but now also imposes a flat -50% to overall Pop Growth. Your other planets also receive a small amount of flat crime reduction (-5) in addition to the existing -25% crime bonus.

To keep your Penal Colony running smoothly, this mod also creates a new capitol building complete with recolored icons. Some Politician jobs are replaced with the new Warden job that produces unity and stability, but also decreases the happiness of Inmate-stratum Pops. Countries with other Politician-substitution civics end up replacing all of the Politician jobs with a split of Wardens and their special ruler jobs. If your empire uses Battle Thralls, they can also serve as Wardens.

Finally, you can use your inmates to your military advantage. Penal colonies are automatically defended by Penal Conscript Garrisons instead of standard Defense Armies, and you can conscript (train) more to serve in assault Penal Conscript Legions. Penal Conscripts (both types) have double the health of their corresponding standard army types, but deal increased collateral damage and have lower moral. Penal Conscript Legions are limited to one per Pop with the Inmate stratum (the maximum count updates monthly).
  • English by corsairmarks (author)
  • German (Deutsch) by Lucanoria
Compatibility
This mod replaces four game objects related to Penal Colonies:
  • decision_penal_colony - decision to enact a Penal Colony
  • col_penal - Penal Colony designation
  • penal_colony - static modifier for Penal Colonies
  • penal_colony_other_planets - static modifier that decreases crime on other planets
And it overrides three scripted triggers related to capitol buildings:
  • has_upgraded_capital
  • has_major_upgraded_capital
  • has_fully_upgraded_capital
And finally it overrides the planet_jobs (Jobs) economic category in order to create multipliers for inmate production.

This mod is incompatible with other mods that want to also overwrite these same game objects. It works with other mods that alter built-in buildings or jobs - the new capitol building is implemented without any building file overwrites. If other mods also attempt to change the script for checking whether advanced buildings are allowed to be constructed, a compatibility patch should be straightforward. This mod has built-in compatibility with Planetary Diversity.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

When to Install
This mod can be safely added to your savegame after the game has started, but not removed. Because this mod adds buildings and a job, removing it could result in problems when the game cannot find an expected building definition or finds Pops assigned to a job that no longer exists. Back up your savegame before trying to remove a mod.

Known Compatible Mods
Prison, Resort and Thrall Habitats allows establishing Prison, Resort, and Thrall habitats. Combined with this mod, you will have Warden jobs available for your Prison Habitat capitol buildings.

Known Issues
Overriding game elements causes the game to log errors, so expect to see six lines in the error.log file similar to:
[18:22:55][game_singleobjectdatabase.h:165]: Object with key: planet_jobs already exists, using the one at file: common/economic_categories/10_penal_colony_enhanced_category_overrides.txt line: 1 [18:22:57][game_singleobjectdatabase.h:165]: Object with key: col_penal already exists, using the one at file: common/colony_types/01_penal_colony_enhanced_colony_types_overrides.txt line: 1 [18:22:58][game_singleobjectdatabase.h:165]: Object with key: has_upgraded_capital already exists, using the one at file: common/scripted_triggers/02_penal_colony_enhanced_scripted_trigger_buildings_overrides.txt line: 2 [18:22:58][game_singleobjectdatabase.h:165]: Object with key: has_major_upgraded_capital already exists, using the one at file: common/scripted_triggers/02_penal_colony_enhanced_scripted_trigger_buildings_overrides.txt line: 77 [18:22:58][game_singleobjectdatabase.h:165]: Object with key: has_fully_upgraded_capital already exists, using the one at file: common/scripted_triggers/02_penal_colony_enhanced_scripted_trigger_buildings_overrides.txt line: 142 [18:23:00][game_singleobjectdatabase.h:165]: Object with key: decision_penal_colony already exists, using the one at file: common/decisions/03_penal_colony_enhanced_special_decisions_overrides.txt line: 1
Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

[discord.gg]
55 Comments
Jeff 7 Mar, 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] 7 Mar, 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 6 Mar, 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 13 Feb, 2023 @ 10:03am 
nice!
Vietnam 13 Feb, 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 2 Jan, 2023 @ 8:56pm 
Awesome, thank you!
corsairmarks  [author] 2 Jan, 2023 @ 8:20pm 
@dostillevi I worked with FrozenParagon - our mods are now fully compatible.
corsairmarks  [author] 1 Jan, 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 1 Jan, 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://steamproxy.net/sharedfiles/filedetails/?id=2905474716
corsairmarks  [author] 14 Dec, 2022 @ 5:16pm 
Now updated for 3.6 "Orion" - including all the Pop upkeep changes and capital building additions.