Mod inheritance? |

I've identified at least one place in BM 1.03 that I think could be improved. I'm likely to find more, and I'd like to try it out. I can make a complete copy of the Balance Mod directory and edit that, but it would be so much more clean to just copy the file(s) I want to change (in this case Settings.txt to start with) and refer back to the Balance Mod (inherit all it's other properties).
I suppose this kind of thing is already happening - presumably each mod refers to some of the standard game files instead of copying them.
Can it be done, and how?
For the record, I'd like to slow down the production rates of colonies with low pop. I can build facilities way too easily as it is. I might also increase the amount of pop required to operate a facility. That is assuming that it doesn't cripple the AI - but I don't think it would. I'm looking at something like this (trimming it at 200):

That's planet production. Spaceyards should be quicker, but still capped at 200.
Re: Mod inheritance?
I would suggest decreasing manufacture, but not production. Colonies ought to feed the larger planets with minerals. 
I'm pretty sure the minimum population setting does not work. In the game I played, it was set to 50m, and I had plenty of colonies with 10m population that were doing just fine, running up to 5 facilities.
Re: Mod inheritance?
What do these do, exactly, and are there others to consider? AFAIK there is
- Facility construction
- Extraction/Production of raw materials
- Ship construction in a SY facility
- Ship construction in a base with a SY
These four should fit into the two types above. Correct?
Production modifier affect resource production and i believe also intel and research. The sy rate affect how fast you build things, either with or without a Space Yard.

Re: Mod inheritance?
on the small side of populations, there are some landmark pops to take into concideration. the max pop sizes of domed planets, you are effectivly capping their production level.
SEV, more than a feeling.
Re: Mod inheritance?
I realize this is not for everyone. I will, however, publish my numbers for others to use if they like, once I'm satisfied with them.
I did something similar in IRM, but i made it so 100% is reached with the population of a tiny planet. Still better than stock though, since you would have 1 million and produce at base capacity right away...





Re: Mod inheritance?
You'll need to duplicate the folder and its contents. The game only looks for "missing files" in the default directories and never another mod directory.
Also note the population to operate one facility in settings.txt is not used.
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Space Empires Depot | SE:V Balance Mod