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Population Modifiers

 
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Jul 03, 2004 2:42 am    Post subject: Population Modifiers Reply with quote

I've developed a set of new population modifiers for the mod. There are similar to the smoothed ones introduced in the patch for SE4 ver 1.91, but with a few important differences.

At low population levels, there is a significant impact on production:
Code:
Pop Modifier 1 Population Amount                                      := 1
Pop Modifier 1 Production Modifier Percent                            := 50
Pop Modifier 1 SY Rate Modifier Percent                               := 50
Pop Modifier 2 Population Amount                                      := 9
Pop Modifier 2 Production Modifier Percent                            := 60
Pop Modifier 2 SY Rate Modifier Percent                               := 60
Pop Modifier 3 Population Amount                                      := 19
Pop Modifier 3 Production Modifier Percent                            := 70
Pop Modifier 3 SY Rate Modifier Percent                               := 70
Pop Modifier 4 Population Amount                                      := 29
Pop Modifier 4 Production Modifier Percent                            := 80
Pop Modifier 4 SY Rate Modifier Percent                               := 80
Pop Modifier 5 Population Amount                                      := 39
Pop Modifier 5 Production Modifier Percent                            := 90
Pop Modifier 5 SY Rate Modifier Percent                               := 90
Pop Modifier 6 Population Amount                                      := 49
Pop Modifier 6 Production Modifier Percent                            := 100
Pop Modifier 6 SY Rate Modifier Percent                               := 100


Once you past 49M you get 100% capacity followed by a 1% increase for every 50M until 999M. From 1099M to 8199M, each 100M increase nets you 1%, and lastly from 8399-9999M you get 1% increase every 200M. This gives 200% capacity at the mod's top population of 10B for a normal planet.

At this time I'm thinking colony ships can deliver a max of 10M colonists to start. A small transport ship might carry 10M at low tech and 30M at max tech. Approx. 2x and 3x for medium and large transports.

I haven't given much thought to starting reproduction rates, but they should be close to stock.

I'd like to slow things done a bit so it takes a bit more effort to make good colony worlds - but not to the extent of proportions. Most common facilities wouldn't exceed 2-3 turns even at 1M colonists - and it would only take a quick transport to boost production to 100%.

What do you think?


Space Empires Depot | SE:V Balance Mod


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Renegade13
Space Emperor


Joined: Oct 22, 2003

PostPosted: Sat Jul 03, 2004 4:54 pm    Post subject: Reply with quote

Sounds like a good idea to me...as long as things aren't as slow as Proportions. I really didn't like that. But slowing things down like you're proposing seems to be great. A partial slow-down, without going all the way to a near halt! Anyways, I'm really looking forward to playing your mod Very Happy

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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Sat Jul 03, 2004 5:08 pm    Post subject: Reply with quote

Too much extra micromanagement for my tastes, having to make sure to send trasnports to every single world and all...

Smarter than your average Texrak.


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JLS
Space Emperor


Joined: Aug 13, 2003

PostPosted: Sat Jul 03, 2004 8:18 pm    Post subject: Reply with quote

Agreed ,although there are some that like this style of play. Sometimes I am in the mode for the Starliner style of play and other times - I am not
Wink


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sat Jul 03, 2004 9:32 pm    Post subject: Reply with quote

I wouldn't go as far to call it "starliner style" of play. Only a few transports would be needed to distribute population to colonies if desired. The AI minister should be effective enough to do this.

Space Empires Depot | SE:V Balance Mod


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Guest





PostPosted: Wed Jul 07, 2004 1:06 am    Post subject: Reply with quote

Assuming it doesn't get confused and have the transports go back forth in empty space until they run out of supplies. I've seen this happen in Adamant.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Jul 07, 2004 10:30 am    Post subject: Reply with quote

Moonsword wrote:
Assuming it doesn't get confused and have the transports go back forth in empty space until they run out of supplies. I've seen this happen in Adamant.


That's more likely from the separate reactor-engine setup of adamant and the AI not making good designs that anything else.


Space Empires Depot | SE:V Balance Mod


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Wed Jul 07, 2004 9:47 pm    Post subject: Reply with quote

The AI in the stock game gets confused and sends transports (as well as all other types of ships) back and forth as well...

Smarter than your average Texrak.


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