I'm working on a mod & new race where part involves creating a new starting system (thanks to excellent guide on making systems here). If a faction is given multiple planets with <IsHomeworld>true</IsHomeworld> in StarSystemDefs.xml, their starting population (ie 10 or whatever FactionDefs.xml defines) is mirrored on each IsHomeworld planet rather than somehow divided among them leading to truly awful balance results. this could be dealt with for that new faction just by giving them a StartingColonyPopulation equal to the DesiredNumber / NumIsHomeworld planets, but it would be horrifically overpowered if any other race starting with 10 pop custom selected that system. In addition a IsColonizedworld to make it colonized but not spawning a +5 raw production colony capital would be right up there with unicorns & pixie dust.
It's super low priority, but ideally some future update could set it so StartingColonyPopulation gets divided by the number of planets set to IsHomeworld in the starting system
easiest way to reproduce:
The funny thing is this should not work at all, Being a home world for a race is supposed to be unique. It is only working because of some changes made to allow campaign missions to start with multiple worlds. It might actually cause some issues with events and traits if you have multiples. That said if you want to make a custom faction that has a custom system, you can just make the faction have a 5p, then you would end up with 10 like everyone else. What we really would need is a "Secondary World" tag or some such, but we don't have anything like that planed until crusade. Wish i could be more helpful.
Agreed, a <issettled>true</issettled> would probably be the best solution, but it's such a low priority that it doesn't really matter. I wound up avoiding the issue entirely by reducing the scp & giving them more starting colonyships because of the duplication of scp. In some ways the evasion is better by allowing more flexibility starting out. In other ways it's potentially problematic by giving them a big edge in the early potential colony race if they choose to send them elsewhere and just influence flip the empty worlds later.
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