I just finished the first draft of a mod I am calling "Begin the Purge!" and it is now available on the Steam Workshop page for the game.
https://steamcommunity.com/sharedfiles/ ... 3802215292
I am new to Stars in Shadow and new to modding in general. I am not much of a lua coder but am quite capable in terms of the general logic of programing. I found the "Agent Knowledge Base" quite useful so special thanks to dakota2424 for providing that.
Future Updates: I would like to gate this action behind a research that is related to Militia and make it require military force on the planet to complete each purge action (like a small ground combat). I think it would be good to have only the Yoral have this action be default and have other Races only able to learn it after researching Militia.
Ballance Needs: Currently it is trivial to wipe out a minor race like the Scavengers but is more of a problem for others (unless you are the Tinkers). Will be doing testing to see what is fair and also how to ensure than the impact spreads to other colonies and maybe even effects Race diplomacy.
What do you think the best place in the codebase is for me to find how the research tree works? I currently plan to dig through the "Super Carrier" mod files as I know it adds to the tree. The "slavery mechanics" in the base game should provide what I need for making military power needed for the purge action... so we will see.
Am open to thoughts and suggestions, tips and anything!
-Eamonltd
"Begin the Purge!" - Mod on Workshop
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Eamonltd
- Posts: 2
- Joined: Thu Sep 17, 2026 5:26 pm
Re: "Begin the Purge!" - Mod on Workshop
While playing around with some tests it would seem that limiting the action to a Race basically will prevent it from ever being available to any other Race later. I guess this will have to be gated behind a Tech. I want it to be a Tech that sits just above or in line with (or before Militia).
I am working on a new test version of the mod. Most of what I tried to implement is working but in getting it to work I found that the game just does not do things the way I thought it did and so I will need to modify things more. For instance the "Issues" stack in odd ways (since they are created by events sometimes on more than one planet). Currently if you Purge on two planets both planets get rumors from both events. This means if there is any left from the Race you purged they got “Purged our Population” and “Purge Rumors” x2. So I will probably just go back to having a single "issue" for this.
I also happened to notice that issues in general in the game need to be "fixed" somehow. Like when I conquer a Marauder colony and then free the slaves they become upset that I conquered 'their colony' since they begin to inherit the issues on the world when set free (mechanically logical but thematically broken). Will think about this more and see what sort of random numbers pop out.
Working so far:
• Tech Gate – Purge is locked behind a ground-forces technology (default: Militia). Currently Configurable. (Would like this to be a custom new tech)
• Military Power Requirement – Requires sufficient loyal militia / tanks on the planet (same strength model the game uses for revolts and invasions).
• Once-per-Turn Limit – A planet may be purged only once per year (mirrors the Experiment / Forced Labor restriction).
Working but needs to be tweaked:
• Combat Resolution – Population removed is calculated from a lightweight ground-combat resolution that uses the game’s own militia ratings, willingness-to-fight rules, and armor values. Both sides can take losses. (currently does not seem to take the amount of forces into account. like having 10 tanks did not ensure I wiped out 2 population units... so something in my math is just wrong or I am calling the wrong variables)
Working but not as intended (will be changed):
• Four Distinct Morale Issues
– “Purged our Population” (surviving members of the purged race on that planet)
– “Purged Population” (other races on the same planet)
– “Purge Rumors” (stacking empire-wide negative issue)
– “Population Purges” (triggers at 3 rumor stacks; functions like confirmed slavery)
I am working on a new test version of the mod. Most of what I tried to implement is working but in getting it to work I found that the game just does not do things the way I thought it did and so I will need to modify things more. For instance the "Issues" stack in odd ways (since they are created by events sometimes on more than one planet). Currently if you Purge on two planets both planets get rumors from both events. This means if there is any left from the Race you purged they got “Purged our Population” and “Purge Rumors” x2. So I will probably just go back to having a single "issue" for this.
I also happened to notice that issues in general in the game need to be "fixed" somehow. Like when I conquer a Marauder colony and then free the slaves they become upset that I conquered 'their colony' since they begin to inherit the issues on the world when set free (mechanically logical but thematically broken). Will think about this more and see what sort of random numbers pop out.
Working so far:
• Tech Gate – Purge is locked behind a ground-forces technology (default: Militia). Currently Configurable. (Would like this to be a custom new tech)
• Military Power Requirement – Requires sufficient loyal militia / tanks on the planet (same strength model the game uses for revolts and invasions).
• Once-per-Turn Limit – A planet may be purged only once per year (mirrors the Experiment / Forced Labor restriction).
Working but needs to be tweaked:
• Combat Resolution – Population removed is calculated from a lightweight ground-combat resolution that uses the game’s own militia ratings, willingness-to-fight rules, and armor values. Both sides can take losses. (currently does not seem to take the amount of forces into account. like having 10 tanks did not ensure I wiped out 2 population units... so something in my math is just wrong or I am calling the wrong variables)
Working but not as intended (will be changed):
• Four Distinct Morale Issues
– “Purged our Population” (surviving members of the purged race on that planet)
– “Purged Population” (other races on the same planet)
– “Purge Rumors” (stacking empire-wide negative issue)
– “Population Purges” (triggers at 3 rumor stacks; functions like confirmed slavery)