Tweaks to Happiness
This is a very small mod started on another thread. It gives several small morale tweaks to the minor races, making them respond differently than just another "generic pop unit". It can cause some challenge early in the game, adding a new layer of social strategy, but this tends to get washed out as advanced social techs are researched.
DOWNLOAD
http://www.mediafire.com/file/xnwms954vfcewya/happiness.zip/file
INSTRUCTIONS
There are only two lua files here, and not graphics.
To install this, while the game is closed, copy the two folders in the ZIP file (each contains one file) into the folder
\Stars in Shadow\Mods\Lua state
in the game folder. Start the game, and it will run using these two files.
It is save game complaint, but keep in mind that some planets may experience sudden unrest. Gaia will be different.
CHANGES
I made a point to only change the minor races to give them flavor. A single change was made to a faction race.
Humans
In the official code, both refugees and humans (currently only humans are refugees) receive a +20 happiness bonus when the planet action is City Planing. In this change, refugees get a +20 happiness bonus, while colonial humans get a +10 happiness bonus (with different text). City Planing can no longer be used to instantly pacify an uprising human colony.
And the minor races:
(Actual mechanics not posted here.)
Lummox
Thresher
Being primitives, they cannot fully benefit from markets. There is a small reduction on the effectiveness of Markets for these races.
Farms make them happy, as they know they will always have food.
Scavenger
While the economic benefits of markets are reduced on the Scavenger home world, because they steal, markets still make them quite happy, because there is so much to steal.
Scavengers are also afraid of research structures, as they fear the destruction from the past will be repeated.
Tarib
Tarib get a small happiness boot per mine on the planet, because they get yummy munchies.
Spice Monger
Spice mongers get bonus on the effect of Markets, making them a weaker version of Phidi.
Gaiad
Essentially, the Gaiad don't want you on Gaia, get unhappy with nearly everything you do, and are difficult to please. Factories make them unhappy, and they loathe Mines. Gaiad also dislike the destructive consumerism of Markets, and they take a hit in effectiveness. They do like farms, though. Early in the game, it will be very easy to trigger a Gaiad uprising.
Pell
Pell dislike the pollution caused by factories.
Algorian
The Algorians are easy to anger on first contact. Unlike other primitive races, Algorians receive full bonuses from Markets, as their gift-giving social structure lets them buy greater social clout. They also receive a flat, non-scaling bonus for having one or more Farms on the planet, and an extra bonus for having at least one Market on the planet.
Conversely, the Algorians also have an innate penalty to happiness, as they seem to collect grievance as some sort of social clout. This makes Algorians seem unstable in any socially demanding environment, and they can be prone to uprising if not given something to make them happy.
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Any corrections, comments, or criticisms would be greatly appreciated.
If anyone find this useful enough, it can be bundled into any composite mods. (I would appreciate attribution, thank you.)
UPDATES:
20190818 - Posting day, and of course I found a minor error immediately. The Algorian Farm morale even had the Market tag. This has no effect on game play, but has been corrected. (The tiny hover box said "Markets" instead of "Farms".)