Here's what I did to solve this:
First, I went to Orders/orbits.lua where I modified the absorb_major_empire function:
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function absorb_major_empire(new_empire,empire)
order.absorb_fleets(new_empire,empire)
order.absorb_empire(new_empire,empire)
if not new_empire.absorbed
new_empire.absorbed={empire}
else
new_empire.absorbed[1+#new_empire.absorbed]=empire
end
--special hardcoded weirdness
if empire.species=='tinker'
new_empire.got_dzibix = true
print('got dzibix!')
end
--coin and ore
new_empire.metal += empire.metal
empire.metal = 0
new_empire.credits += empire.credits
empire.credits = 0
As you can see, I set a new empire variable that I called "got_dzibix". This will be referenced by the other changes inserted in the code.
@Technologies/tech_queries.lua:
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Empire.possible_improvements = weak_memoizeNN | function(empire,planet)
-- always show these basic improvement types.
local rval = set('Factory','Lab','Planetary Defenses','Farm','Mine')
local mt = getmetatable(empire.tech_info)
-- add additional improvements if we appear to have tech for
-- them.
for t,info in pairs | empire.tech_info
local unlocks_improvement in info
if unlocks_improvement
rval[unlocks_improvement]=true
end
end
if empire.species=='tinker' or (empire.got_dzibix and (planet.pop_and_habs['tinker'] or planet.pop_and_habs['tinker_harmonized']))
rval.Factory=nil
rval['Machine Altar']=true
end
return rval
end
This change makes it that an empire that has annexed the Tinkers will build Machine Altars instead of Factories on planets which have a Tinker population; while on planets without Tinkers it is Factories that will be available as normal. Technically it could be changed to be Machine Altars everywhere as there are no real downside (it makes Tinkers productive, and other populations don't see a difference between that and regular factories) but it sort of made more sense to me this way.
Galaxy\apply_morale_effects.lua:
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function wont_become_unhappy(planet,race)
local suffix = get_race_suffix(race)
if suffix=='slave'
return true
end
if suffix=='harmonized'
if (planet.empire.species=='tinker' or planet.empire.got_dzibix) and planet.machine_altars>0
return true
end
end
end
Rather straightforward change, this allows annexed tinkers (and other harmonized populations) to remain harmonized if Machine Altars are present.
GUI\~GalaxyMap\@PlanetPopInfoBoxes.lua, in the planet_race_info_text function:
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-- tinkers always get a harmonize button, though it may be
-- greyed out.
if (planet.empire.species=='tinker' or planet.empire.got_dzibix) and (get_race_suffix(race)~='harmonized') and (get_race_suffix(race)~='harmonized_unhappy')
local cant_harmonize = planet:cant_harmonize(race)
Just one of the places where I replaced a check for empire.species=='tinker' by one that also checks for the annexation flag being set. This gives you the possibility to harmonize populations; though that's not necessarily what you'd want to do as a non-Tinker.
Orders\activities.lua:
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function Empire.cant_use_activity(empire,activity)
if empire.species=='tinker' and not empire.absorbed
return activity=='City Planning'
elseif not empire.got_dzibix
return activity == 'Manufacture Population'
end
end
Alright, so with this there are two changes:
1. A Tinker empire that annexed another species get access to City Planning.
2. A Non-Tinker empire that annexed the Tinkers get access to Manufacture Population.
Note that these activities are also constrained by planet-level checks, this one is merely the empire-level check. Basically you'll get ManuPop on planets with cyborgized populations, and CitPlan on planets with regularly-biological populations, and if both pop types are present you do get both activities.
Orders\harmonize_mechanics.lua:
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Planet.cant_harmonize = weak_memoizeNN | function(planet,race)
local vanilla = remove_race_suffix(race)
if not planet.empire return 'no_empire' end
if not RACE_INFO[race].harmonizable
return 'not_harmonizable'
end
if get_race_suffix(race)=='harmonized' or get_race_suffix(race)=='harmonized_unhappy'
return 'already_harmonized'
end
local empire in planet
if not empire:known 'Cybernetic Organisms'
return 'tech_not_known'
end
if empire.species~='tinker' and not empire.got_dzibix
return 'not_tinker'
end
if planet.machine_altars < 1
return 'no_altars'
end
Straightforward change here. There are three more in the same file. The next two are in the order.check_connected_tinkers function.
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-- implicitly deharmonize if we have harmonized tinkers that
-- are, indeed, disconnected.
if planet.pop?.tinker_harmonized
if (planet.empire?.species~='tinker' and not planet.empire.got_dzibix) or (planet.machine_altars < 1)
local race ='tinker_harmonized'
local vanilla = 'tinker'
local n=planet.pop[race]
planet.pop[vanilla] =n + (planet.pop[vanilla] or 0)
planet.pop[race] = nil
end
end
-- implicitly make happy any unhappy harmonized aliens
if (planet.empire?.species=='tinker' or planet.empire?.got_dzibix) and (planet.machine_altars > 0)
for r, n in pairs | shallow_copy | planet.pop?
if get_race_suffix(r)=='harmonized_unhappy'
order.convert_to_removed_suffix(planet,r,'unhappy',n)
end
end
end
There we make it so that annexed Tinkers are not automatically deharmonized, and instead reconnect any unhappy harmonized population when Machine Altars are present.
The last in this file is this:
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function Planet.isnt_harmonized(planet,race)
if get_race_suffix(race)~='harmonized' and get_race_suffix(race)~='harmonized_unhappy'
return 'not_harmonized'
end
local empire in planet
if empire.species~='tinker' and not empire.got_dzibix
return 'non_tinker_empire'
end
if planet.machine_altars<=0
return 'no_altar'
end
end
Another simple check change.
And that's it.