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Re: Proportions mod: So confusing!
Ok, relax there Fyron. Up till now we've had an interesting, thoughtful debate between two intelligent people who sincerely have differing views of the future. Let's not make it personal, and let's not forget none of us knows the future. Either of them could be right, or neither. It seems to me that both of them have done a good job of understanding what the other is saying, they just don't agree. Nothing wrong with that. That is one of the reasons for the forum.
Geoschmo [ October 23, 2002, 13:05: Message edited by: geoschmo ] |
Re: Proportions mod: So confusing!
Remember what a lot of people said couldn't be done. Think how much of that we're doing on a daily basis today (mostly flying).
Technology advances pretty quickly. Just 25-30 years ago we were still using vaccuum tubes. |
Re: Proportions mod: So confusing!
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Nay, progress is greatly overrated. |
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Re: Proportions mod: So confusing!
Now Director. Don't make me bring the smack down on you, ok? http://forum.shrapnelgames.com/images/icons/icon10.gif Just let it slide. Everyone is entitled to a mispeak now and then.
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Re: Proportions mod: So confusing!
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Anyway - everyone return to the topic at hand: IMHO, Proportions does a very good job of slowing the game down and changing the emphasis from fast expansion and quick aggression. Beyond that, it has some neat ideas for technology, has led to us players learning new things about how certain facility abilities interact, and provided a new way to play a favorite game. Whether it's "realistic" (or, at least, more "realistic" than the unmodded game) is certainly open to debate. To draw on an example from science fiction, the colonies in Larry Niven's "Known Space" series will certainly not compete with Earth as far as resource production (or research, or intelligence). They suffer from exactly the problems PvK points out, i.e. inhospitable conditions over most of the colony planet, but without the major technological advances postulated by Graeme and others (cheap power, cheap intelligent robotic work force, etc.). On the other hand, that same series postulates a thriving "colony" of sorts in the asteroid belt that competes quite well with Earth, nearly surpassing it on occasion (IIRC). Maybe it was because of proximity to the homeworld; the Civilization series of games certainly models that aspect of an empire by imposing a production penalty on cities based on distance from the capitol (modified by infrastructure - roads, railroads, etc.). Now, as someone mentioned previously on this thread, SE4 doesn't provide that sort of modeling, probably because trade routes are not really modeled (there's some handwaving in the manual, and I'm not certain I want the added micromanagement of establishing trade routes in SE4; but then sometimes I would like that feature, so I could focus on something besides blowing up my neighbor's ships and committing genocide http://forum.shrapnelgames.com/images/icons/icon12.gif ). Anyway, it's certainly been an interesting debate; postulating future technology and when it will be available is a favorite game among engineers. One final point - I have to agree with PvK about research centers not necessarily being linearly additive. Research institutions (at least the ones I've worked for) are notorious for competing with other labs (or even with other scientists in the same lab), thus reducing the additive effect (and negating some of the "parallel processing" benefits). There's some benefit in that each lab will work harder to get the result first, but I wouldn't say that two labs competing with each other will get a job done twice as fast. What's the old saying, "9 women can't have a baby in a month"? Now, research isn't exactly the same thing, but forcing 9 labs to work on a small piece of some large project isn't necessarily going to result in completion of that large project 9 times faster than if a single lab was working on it. In that case, there are two limiting factors: </font>
Anyway, that's my two cents on the current discussion. Feel free to disagree... |
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Re: Proportions mod: So confusing!
On the other hand it's entirely possible that for some topics of research four labs would be more than twice as efficent as two labs. Sometimes in research and development the total is greater than the sum of the parts. http://forum.shrapnelgames.com/images/icons/icon7.gif Because most of the time involved in coming up with new technologies is trying and ruling out possibilities that end up not working, and working along until a fortuitous happenstance occurs. The more different people you have working on these different posibilities in different places simultaneously, the more chance for someone to hit on one of these discoveries.
Geoschmo |
Re: Proportions mod: So confusing!
Just because you build more labs does not mean that you will instantly gain new staff to work in those labs. You can only have so many qualified researchers. Throwing a lot of money into it doesn't necessarily mean that you will get more Newtons, Eintsteins, Hawkings, etc.
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