Code: Select all
SetTargetHappiness value = Value -20
SetTargetInfluence value = Value -5
SetTargetResearch value = Value - 0.2*Target.Population
SetTargetIndustry value = Value - 0.2*Target.Population
The other effect of the policy is hard to grasp for me, scripted within the Concentration Camps building effects:
Code: Select all
EffectsGroup
scope = And [
Object id = Source.PlanetID
Planet
]
activation = ContainedBy And [
PopulationCenter
OwnedBy empire = Source.Owner
]
priority = [[LATE_PRIORITY]]
effects = SetTargetIndustry value = Value + Target.Population * 10
EffectsGroup
scope = And [
Object id = Source.PlanetID
Planet
]
activation = Or [
Not EmpireHasAdoptedPolicy empire = Source.Owner name = "PLC_RACIAL_PURITY"
ContainedBy And [
PopulationCenter
OwnedBy empire = Source.Owner
Population low = 0.0001
Not HasSpecial name = "CONC_CAMP_MASTER_SPECIAL"
]
]
effects = AddSpecial name = "CONC_CAMP_MASTER_SPECIAL"
EffectsGroup
scope = Source
activation = ContainedBy And [
Object id = Source.PlanetID
Population high = 0
]
effects = Destroy
EffectsGroup
scope = And [
Object id = Source.PlanetID
Planet
]
activation = ContainedBy And [
PopulationCenter
OwnedBy empire = Source.Owner
HasSpecial name = "CONC_CAMP_MASTER_SPECIAL"
]
priority = [[CONCENTRATION_CAMP_PRIORITY]]
effects = [
SetPopulation value = min(Value, Target.Population - 3)
SetIndustry value = Target.TargetIndustry
]
EffectsGroup
scope = Source
activation = Or [
Not EmpireHasAdoptedPolicy empire = Source.Owner name = "PLC_RACIAL_PURITY"
Not ProducedByEmpire empire = Source.Owner
]
effects = Destroy
- apply the concentration camps industry boost.
- add the special CONC_CAMP_MASTER_SPECIAL if the empire does not have the RACIAL PURITY policy (and the special isn't present already and there is population in the planet).
- destroy the camps if population is 0.
- override Industry and population growth
- destroy the camps if the (new) owners do not have RACIAL PURITY or did not build the camps
And then CONC_CAMP_SLAVE_SPECIAL acts as the actual CONC_CAMPS_REMNANTS, reducing the population as if there where CONC_CAMPS still in place and ensuring the remnants building is present every turn (despite player scrapping it or whatever), removing itself once the population gets to 0 or luck intervenes.
So, the other (hidden) effect of RACIAL PURITY is that it allows empires to set and unset concentration camps without having to deal with the remnants?
Assuming I'm right, I think this needs more love.
Gameplay-wise, I don't see any value in applying this policy. Even if intermittently building and destroying camps in some panets could give a net gain in industry, that sounds hacky and can be seen as micromanagement (it certainly needs to be carried out repeatedly, to get the gain, and meticulously, to not let the population die out).
I suggest giving explicit bonuses to happiness and influence to planets with Capital's species, and removing the Industry malus to "inferior" species.
The fluff is also incomplete, or better absent.
What would be the kind of actions that the Empire applying RACIAL PURITY would undertake?
From the name, it sounds like not letting species interbreed, which makes little sense since there is no such thing.
Racial segregation (apartheid) could make some sense in a cultural and comercial sense (spatial seggregations is already ensured in a universe where there is only a single species per planet), but that then sounds more like CULTURAL DOMINATION, CULTURE ISOLATION or something like that, more focused on the thinking and behaving of individuals than on their racial purity.
It could be about ethnic cleansing, but then it should be detrimental to inferior species population, and it just sounds like the camps.
It could be about ethnic oppression, similar to slavery, letting them live but making them work harder for less (bonus to industry and stockpile, malus to research, happiness and influence). That makes sense to me but that would not be called RACIAL PURITY but RACIAL OPPRESSION or RACIAL SLAVERY.
Thoughts?