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Topics - Hilvon

#1
Ideas / A charitable way to kick pawns out.
August 20, 2021, 06:46:07 AM
Not sure if this idea is fitting to the main game or better served as a mod, but I have a problem.

I play as charitable Ideology. So I never turn down beggars or refugees. This was kind of the main premise of this playthrough.
But apparently letting a wanderer permanently join your colony is also a charity. Meaning my rule of never failing to be charitable, resulted in my colony population getting a bit bloated a bit fast.

Sure, there are also "natural" way of losing colonists, like getting a head shot off by Lancer, or Giving up and abandoning the colony... but this is not able to keep up with the speed I gain colonists. And obviously being charitable people, my colony is not going to banish or execute anyone.

So I wanted to propose an idea. Add a checkbox to social tab for a colonist suggesting they should leave. The "unwelcome" colonist gets a minor mood debuf. Anyone in the colony related to this colonist as Friend or close get a negative mood debuf (stackable). Colonists who are rivals with the "unvelcome" pawn get a small positive mood.

When a trade caravan is leaving the colony, "unwelcome" pawns have a chance to leave together with the caravan.

Plus if they get a mental break, chance of them picking "give up" is increased.

Lovers/Partners of departing colonist have a chance proportional to relationship to depart together with them even if they are no unwelcome.
#2
Bugs / [A13] Traders don't care for their loot.
April 11, 2016, 04:14:15 AM
I'm not sure if that really qualifies as a bug, but it is definitely not the way things should work.

I had a land caravan coming to my settlement, and while they were staying to trade, one of their Muffalos died of heart attack (of old age probably). And as a result, all the loot it was carrying - including over 2k silver - just dropped for my grabs and none of traders seemed to object.

A quick solution for this could be tweaking a generator for land caravans to make sure all Muffalos can survive the trip - like don't generate Muffalos older than 5 years or something.
Another solution might be adding a behavior to traders allowing them to grab any unclaimed item they find in a certain area around them and drop all items from dead Muffalo as unclaimed.

Or you could extend the claiming system, making items to possibly belong to other factions (like if you have a claiming value 0 for unclaimed and 1 for owned, you can add negative codes of factions to mark if a faction owns it). and if you claim an item that belongs to a faction this will worsen your relation with them.