Captured Mimot World--what to do with them

So the Onyx or someone surrendered to me.  I turned the biggest, juiciest world into a core world and it was full of Mimots! oh No. They will eat all of my food.  So how can I get rid of them and get a not-so-glutinous race in there. Human, Onyx whatever.

Incidentally, I'd also like to get rid of my Yor on another world and replace them with whoever.

Jeeesh, the only thing worse would be if they were those lay-eggs-in-your-body bugs.  Yeah, same question about them before it happens.

26,885 views 13 replies
Reply #1 Top

I think you can fire the Governor and that will stop growth purge all population buildings might cause them to die down to one. The Yor are simple just use them for constructors they are not going to increase. I think I remember reading that you can land a colony ship on the Yor planet then put the last Yor on one last constructor. 

I however have a better solution for future games when you start one deselect the Festron, Yor, Mimot, and the Race that is a consolidation of all races.

If you do this these races will likely not show up in the game.

There is one thing that Frogboy needs to insure in the update though that if these races are excluded from being selected they do not show up in an event.

There is/was a way to ban these races from the selection process however I forget exactly how Maybe if Old Spider or Publius remember it they can jump in.  Be aware if the do each time the game updates you will have to redo it Unless someone is kind enough to explain how to make it a Mod.

Reply #2 Top

As Gypsy said, if you load your Mimots onto constructors, transports, and colony ships, then at least they won't continue to grow (as long as you don't colonize another core world with them). Make sure to send a colony ship with one of your own to that world to increase your own population growth rate there as you send your Mimots away.

I for one don't often have a food problem, so I don't automatically exclude the Mimots as opponents. I do manually select my opponents when setting up a new game and deliberately exclude the Festron when I do so.

Reply #3 Top

2 options - Colony or transport ships.  I do that when I have a whole world full of Yor and got 0 growth.  Colony ships to populate whatever little planets and transports to continue my all-out assault on the galaxy.

Then, when enough are gone, my colony ships full of Mimot, human, anything but Festron fly in and boom! Re population

Reply #4 Top

Quoting gypsy2299, reply 1

There is/was a way to ban these races from the selection process however I forget exactly how Maybe if Old Spider or Publius remember it they can jump in.  Be aware if the do each time the game updates you will have to redo it Unless someone is kind enough to explain how to make it a Mod.
End of gypsy2299's quote

There is no way in the game to remove a race from selection as a random race in the game.  However, it can be done with a little editing of a file.  There is no need for a mod.

The file to be edited is prefs.ini located in Documents\My Games\GalCiv4.  Open it with your favorite text editor, then search for disallow. This will take you to a section labeled [DisallowRandomFaction].  The list of races will end in either =0 or =1.  Those that end in =0 can appear as a random faction.  If you don't want them in the game, change =0 to =1.  They will no longer appear as a random faction.  You can manually add them to the game if you want to when starting a game.  You can also choose to play as them if you want to.

Don't go too far and get into the section labeled [HideFactionInMP] unless you play multiplayer and want to make a change there.  Don't forget to save the file when you are finished.  Your changes will take effect the next game you start.

Any changes you make to this part of the file are permanent until you edit the file again.  Updates to the game will not affect this.  Any new races added to the game will automatically appear as random races unless you edit this file again and change those races, but your previous changes will still exist.

Reply #5 Top

It seems reasonable to put the unwanted population on a ship, then decommission the ship to get rid of the population.  My experiments show this doesn't work.  The population just magically appears at your nearest colonized planet.  It could be a core world or a colony.  It's possible to now have a colony with more than one population.  Since the population of a colony doesn't normally increase, this could still be a good way to relocate races you don't want, but I don't know if that gives any type of bonus or any type of problem to the colony.

The creatures in space may help with your problem.  I'm not completely sure about everything that can happen.  Precursor sentinels can capture a colony ship, but they won't do anything with it.  Some other race can now capture the colony ship and use it, so it will be their problem.  I believe the same is true with pirates.  Space monsters will destroy the ship and use the debris to make a new space monster.  The former passenger will no longer exist.

I think constructors and transports may be the same as colony ships for precursor sentinels and pirates.  They are definitely the same for space monsters, which will destroy any ship and make a new space monster from its debris.

Using the creatures in space will probably be more trouble than doing something else.

It is probably best to do what the others have suggested.

Reply #6 Top

Thanks, Pub and the Aged Arachnid thought you might remember the advice given us by a certain Elf.

Reply #7 Top

This is late enough on the largest map that there are no more space monsters or pirates (or even anomalies except for the non-working ones that are heavily defended.)  I didn't know you could send your own colony ship there with another race.

Right now I have the Mimots all imprisoned. I'll try to send a colony ship (or transport ship or constructor) with other colonists (This planet had 4 mimots). I think if you place the ship in orbit, when you relaunch it you have the option to change crew.  Then just send the ship into enemy territory to be shot.  I think the transport might be best.  Or just send the ship to the corner out of the way.

I may have to do the same with the Yor. I tried to manufacture more citizens but I don't get the option. I guess because I'm not playing as the Yor.

During the Beta, Mimots and Festron could suddenly show up on one of your worlds if you were trading with them. I now remember that I imprisoned them until I could make a constructor.

Big issue is if you have to fight their empire. Really just need to pull a General Order 24 / Base Delta Zero on the pests.

Reply #8 Top


Jeeesh, the only thing worse would be if they were those lay-eggs-in-your-body bugs.  Yeah, same question about them before it happens.
End of quote

I just came here to say that this comparison made me laugh. That is all, carry on! :grin:  

Reply #9 Top

I figured out how to deal with these guys. The first thing I do is IMPRISON them. Then I send a colony ship to the planet with any other race. Then I put Mimots and the Egg Layerst on constructors so they will at least be of use.  I think they won't infect my planets from there.

I don't know of any negatives of having Yor citizens except one. You can have an trait where you have unhappiness based on alien citizens.  So I keep my Yor, but still send a colony ship to seed the planet with, well in my case Humans.  With the Yor I can also use them later on for troops on my transports.

Reply #10 Top

Reminder: DO NOT eat Mimots.

that is all.

Reply #11 Top

Quoting Frogboy, reply 10

Reminder: DO NOT eat Mimots.

that is all.
End of Frogboy's quote

Do not feed them after midnight or give them baths either.O:)  

Reply #12 Top

Quoting gypsy2299, reply 11


Quoting Frogboy,

Reminder: DO NOT eat Mimots.

that is all.



Do not feed them after midnight or give them baths either.O:)  

End of gypsy2299's quote

 

Unless you have one of your own that is willing to dress as Rambo and shoot flaming marshmallow arrows

 

Reply #13 Top

I don't usually consider Mimot citizens a problem. They help grow your population, if present on your core worlds. Their growth stats (or whatever its called) is higher than other organics. I find food fairly easy to grow, so feeding Mimots is not that hard for me.

Its the Yor and minor citizens I have a problem with. They have no growth stat so population don't grow if they're the only citizens present. You have to import other types of citizens to get population growth started.

I export Festron using constructors. I often need more constructors. This stops their growth and murderous habits.

There is no good way to exterminate population or make them go away. I tried destroying colony ships back in the beta and it didn't work. The population is transferred to the nearest world that has room for them. I know of only 2 ways to get rid of population: have no worlds with room for them when you destroy a ship, or have the ships destroyed by a hostile force (doesn't work for colony ships as they can be captured; try constructors or transports instead.).