Resort worlds are a method to improve the amenities on all of your planets. The requirements for creating a Resort World include having Resort Worlds technology, a planet size of 15 or more, and absolutely no buildings or districts. However, the drawbacks of a resort world are that it does not support districts, as well as certain buildings. You will receive an additional 100 percent Habitability, additional 15 percent amenities for other colonies, an extra 15 percent immigration pull for other colonies, and 1 extra clerk job for 2 pops. If you decide to create a resort world, it will add the Resort World Designation to your planet. What happens when you create a resort world? They’re particularly useful if you have got a migration pact since the +100 percent habitability implies that all species can develop at their maximum pace, plus they gain increased immigration. Resort planets have a habitability of 100 percent, so you can transform any giant, worthless planet you can not colonize anyway (like a tomb world) into a luxury tourist attraction, and this will somehow miraculously enhance your entire empire. Resort planets may still earn a lot of trade value because of the facility’s benefit. You may utilize a borderline planet because of the habitability benefit and the lack of districts. Unless you’re low on planets, Resort Worlds are indeed a good investment. Considering how much time you have, the “quality” of a resort world may have an influence on how many facilities it provides to other worlds (for example, a Gaia World would be an ideal resort). To be a Resort World, your planet should be at least 15 in size. A planet may only be turned into a Resort World when it has no buildings or districts (apart from the capital). The capital buildings in Resort Worlds are unique and offer some housing. Still, they may have maximum habitability for all populations (indicating climate-controlled resorts) and improve amenities on other empire territories. Resort Worlds can’t have districts constructed on them, and they can’t support resource-producing structures. Resort Worlds are worlds designated for tourism and recreation. So you can check this mod is enabled or not.What happens when you create a resort world? What’s the purpose of Resort Worlds? This mod will set "SCO_enabled_flag" global flag, when game started or a savedata is loaded. Unique or Ancient Worlds can't be special colonies. Work with " APSR: Anomalies, Planetary and Space Resources". The Ambassador announce about special colonies in the splinter colony. servant, overseer and slave toiler jobs in common/pop_jobs/00_other_jobs.txt event action.89 in events/on_actions_events_1.txt "can_species_procreate" and "can_species_be_assembled" in common/game_rules/00_rules.txt special colonies techs in common/technology/00_soc_tech.txt resort_colony in common/static_modifiers/08_static_modifiers_megacorp.txt Most items (exclude "uses_district_industrial") in c ommon/scripted_triggers/01_scripted_triggers_buildings.txt Decisions assigning or abolishing special colonies in common/decisions/02_special_decisions.txt Special colonies capital buildings in common/buildings/00_capital_buildings.txt But I recommend some crime-overhaul mod (like " !Meaningful Crime Alternative (with even more Meangingful Crime)"), if vanilla crime is too little issue for you. Stellaris 3.0 reinforced criminal factor. "Stopping slavery solves their suffering and your low-productivity issue"? It is right but not-want-to-hear thing. Vanilla one is good for xeno-slavers, but overgrown slaves tend to drag your country as produce-almost-nothing Toilers. And make great your resort world in galaxy! Shiver with envy at news other countries assign resort in first. If you are interested in better resort and its growing, try this overhaul mod. In vanilla, you can assign some hell-to-live planet as a resort and forget.Īre you satisfied with it? Doesn't want to grow the resort a little better? Yes, Thrall and Penal Worlds are overhauled also! I expanded "Resort World Overhaul" concept for other special colonies.
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