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Get barracks to work with lower manpower requirements. #137

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Araxiel opened this issue Nov 23, 2023 · 0 comments
Open

Get barracks to work with lower manpower requirements. #137

Araxiel opened this issue Nov 23, 2023 · 0 comments
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bug - paradox Something isn't working, and it's caused by the game can't fix Can't (currently) be fixed design Issues primarly involving designing systems on paper development 🛠️ Issues pertaining to development priority - high⚠️ Something considered high priority type - buildings/pm Type: Directly involving buildings and production methods type - pops Type: Directly involving pops, including cultures, religion, etc

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@Araxiel
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Araxiel commented Nov 23, 2023

As I despaired over in the Vic3 modding coop discord⁠, there right now seems to be an insanely arbitrary and weird hardcoded way Barracks are being handled, meaning a Barracks need a minimum of 1k workers to make a single unit.
For obvious reasons, all population numbers have been reduced down to 1/50th of their vanilla numbers. A normal building level needs around 100 workers, down from 5000 vanilla.

Having Barracks be hardcoded to need 1k just to make a single unit, flies in the face of all of it. New Reno for example, is one of the most populated places in the Fo2 canon, and is described to have around 3000 inhabitants. To have even just two combat units, would require 2k people just sitting in a barracks somewhere. And that's just a unified New Reno (which it isn't, it's split between the various families), this is impossible for something like the BoS; the Lost Hill Bunker does not even have 1k people living there, let alone enough for multiple BoS units.

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This seems to be a weird hardcoded bug/oversight that can't be overcome.
This is extremely annoying and in some ways basically breaks the mod.
While one could continue working on the mod with using 1k troops as a placeholder, this has in some ways been kinda crushing.

@Araxiel Araxiel added priority - high⚠️ Something considered high priority bug - paradox Something isn't working, and it's caused by the game can't fix Can't (currently) be fixed type - buildings/pm Type: Directly involving buildings and production methods type - pops Type: Directly involving pops, including cultures, religion, etc design Issues primarly involving designing systems on paper development 🛠️ Issues pertaining to development labels Nov 23, 2023
@Araxiel Araxiel added this to the 0.1 Alpha Release milestone Nov 23, 2023
@Araxiel Araxiel self-assigned this Nov 23, 2023
@Araxiel Araxiel moved this from 0 - Planned to 1 - Todo in Dead Money Main Project Nov 23, 2023
@Araxiel Araxiel moved this from 1 - Todo to 2 - In Progress in Dead Money Main Project Nov 23, 2023
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Labels
bug - paradox Something isn't working, and it's caused by the game can't fix Can't (currently) be fixed design Issues primarly involving designing systems on paper development 🛠️ Issues pertaining to development priority - high⚠️ Something considered high priority type - buildings/pm Type: Directly involving buildings and production methods type - pops Type: Directly involving pops, including cultures, religion, etc
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