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Hospitality: Charity and Mood Effects #774

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Signal-Echo opened this issue Nov 12, 2023 · 2 comments
Open

Hospitality: Charity and Mood Effects #774

Signal-Echo opened this issue Nov 12, 2023 · 2 comments
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enhancement This would improve the mod in question.

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@Signal-Echo
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What problem does your suggestion solve?
Colonists with a Charity-based ideology want to offer hospitality (alternatively, all colonists might want to, so Ideology wouldn't be required for this.)

Describe the solution you propose
As an optional feature (can be toggled), colonists with the Charity precept gain +1 mood for a day after a successful visit, or -1 for a disappointing visit. This can stack if several visits end within a short time of each other. Alternatively, the buff/debuff might apply regardless of having Ideology and the Charity precept. Not applicable to pawns with the Psychopath trait.

As an optional feature, if Ideology is installed and a colonist's ideology has the Charity precept, add a persistent +1 mood buff or -2 debuff for offering or not offering guest beds.

The settlement must be at least 30 days old for the buff or debuff to apply. Conditions for the buff are met if all conditions are fulfilled:

  • The number of guest beds must be at least 6 OR the number of colonists, whichever is less.
  • For charity, that minimum number of guest beds must be free of charge (other beds can cost as much as desired).
  • All guest beds must have a reasonable minimum attractiveness, so the requirement can't simply be met with awful free beds in an ugly barrack. Of course, non-free beds can be made more attractive to encourage their use, while offering at least the minimum number of free beds to those who can't afford nicer ones.

Describe alternatives you've considered
These are just optional enhancement suggestions.

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@Signal-Echo Signal-Echo added the enhancement This would improve the mod in question. label Nov 12, 2023
@OrionFive
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Thanks for the suggestion. However, I'm not adding any more new features to Hospitality.

In case this changes, I do think adding some Ideology support would be nice. However, I'd do it slightly differently.

I would not make it optional. If the player uses a specific precept, then that is the option already - no extra optionality.
I do see how an extra effect on regular pawns (and maybe stronger to kind pawns) would be interesting on top.

I think a scaling buff/debuff based on the offered accommodations is nice too. I'd not tie it to so many rules, though. I don't think other precepts do this either (afaik).

But anyway. Before I could add any new enhancements, I'd have to take care of all the remaining bugs and issues, in which case we're months if not years further. But I don't do either anymore. So we'll have to see.

@Signal-Echo
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Thank you very much for taking time to respond.

Regarding this point, "I'd not tie it to so many rules, though. I don't think other precepts do this either (afaik).", perhaps I can explain the intent. I took inspiration for my suggestion from the Healthcare meme in Vanilla Ideology Expanded. It's not vanilla, but it is widely known and used. One of the meme's requirements is having a hospital. To keep players from exploiting for an easy bonus, the hospital has rules, such as being at least Decent quality and having a minimum number of beds (scaling with colony size). A small, ugly, or dirty hospital won't qualify, so people would still have the "no hospital" debuff. Similarly, ugly, dirty, or insufficient guestbeds wouldn't qualify.

Just something to consider if you (or someone) take this up at some point. Thank you again for reading and responding.

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enhancement This would improve the mod in question.
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