MeVII – LessRelaxedGalaxy

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Author: MeVII

Last revision: 9 May, 2021 at 17:30 UTC

File size: 182.97 KB

On Steam Workshop

Description:

******* MeVII – LessRelaxedGalaxy *******
v01.05.02.21.22.36

Summary

This mod reduces the percent of the "Relaxed" bias held towards races.
It also changes the default bias of all races towards one another.
Wary and Restless biases are increased the most in the redistribution.
See graphs displayed on the Steam mod page showing a full break down.

Ive written my reasons for the changes as "psudo-lore" for each race.
Txt files are located in the mod folder for those who may be interested.

The game mod display screen cannot parse Steam Workshop text formatting.
It will expand parsing commands adding unreadable clutter,
and, add extra return lines.
Read this information on the mods Steam Workshop page to avoid those issues.
You can read non-parsed versions of the mod info in
the Change Notes link in the Steam Workshop
or the Info.txt file located in the mod folder.

Less Relaxed Galaxy (+Psudo-Lore) – MeVII

Location

By default this mod is located at
[DRIVE LETTER]:SteamLibrarysteamappsworkshopcontent2980502475311092

Bugs & Compatibility

Known Bugs

01 – The Klackon
02 – There was a very large amount of cross connective data to keep track of for all the graphs.
I was diligent in checking for accuracy, but, the likelihood of there being errors (in the graphs) from copying the data from the yamls into all of the graphs, is high.

Compatibility Information

Files Modified
#
File

01
RaceTypes.yaml

02
RaceTypesDLC.yaml

Data Entries Changed

This mod changes all content under the the following data point for every major race.

#
Entry

01
racialBiases

-> It will conflict with / overwrite this information
of any mod loaded before (above) this mod loads.
-> Any mod loaded after (below) this mod
will conflict with / overwrite the information this mod loads.

Mod Details

Less Relaxed Galaxy

Bias
Change
Amount

Relaxed
Reduced
~40%

Neutral
Increased
~2%

Unease
Increased
~7%

Wary
Increased
~14%

Restless
Increased
~62%

See graphs displayed on the Steam mod page showing a full break down.

Psudo-Lore

I ended up writing 4500 words of psudo-lore.
It started as I thought of how and the reasons why the races would react to one another.
First I just kept track of a few notes, then, I started keeping lists…
… then I just gave up and decided to record it all into / for the mod.

They are written individually for each race in separate txt files located in the mod folder.

!!! A word of warning…
… Unless you can utterly ignore all the errors that clutter a very rough draft,
dont bother with them, and just stay out. You wont be able to stand it.
!!!

Methodology / "Behind the Scenes"

Some interesting things of note –
I made all the bias decision “from scratch”.
That is, while I did use the descriptions of the races as found in the game,
I did not compare, or even look at the prior set biases.

That also means I did not make it with the intention of makeing a "less relaxed galaxy".
Thats just how things turned out by chance.

It was interesting in the end to see how often what I did lined up with,
or, completely deviated from the preexisting biases.

Some major / significant philological differences…

Meklar

The Meklar are neutral towards every race.
They are machines.
(Youll understand if you read their psudo-lore)

Silicoid

I see the Silicoid in a different way.
In the game they are given the “repulsive” trait.
There is nothing about them that is repulsive.
Not how they look, and not how they talk.

The tentacle faces and the bugs… repulsive.
Talking rock lights? Not.

My perception on the Silicoid is the reason they do not engage in diplomacy,
is because they don’t care. Perhaps that aspect to them could be “repulsive”.

They establishing relations or treaties with the ephemeral races,
would be like humans signing a treaty with a mayfly that will be gone in 15hrs anyways.

Trilarians

The in game description says their
“darker undertones clash with their overall friendly disposition”.
Originally, half the races were all blithely “neutral” with them.

Again, reading the psudo-lore will demonstrate more of my thinking on them,
and all the other races as well.

Closeing Notes

I have separated each races bias into their own individual yaml file.
This essentially makes this mod modable.
Simply remove / delete the races you dont want changed,
and they will revert to whatever bias information is loaded before them.

For those that would like to see the per race changes,
I did not delete, but only commented out the prior settings in the yamls.

I thoroughly organize and annotate yaml files in my mods.
Individuals are encouraged to look into the files located at
[DRIVE LETTER]:SteamLibrarysteamappsworkshopcontent2980502475311092
and by using my “Yaml Data Points Index“ guide,
should be able to very easily modify the contents to suit their play style.

If you have no modding experience but are interested,
be sure to read over the following guide,
Modding Basics – By Spud Dastardly
https://steamcommunity.com/sharedfiles/filedetails/?id=772694134


~ MeVII †

~ ~ ~ ~ ~ ~ ~

You are not a lost cause.
You are not a hopeless case.
John 3:16
Romans 5:8

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