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Re: Proportions mod: So confusing!
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[/quote]I guess I wasn't clear. When I wrote "especially if the planet is years away from your civilization even in the fastest ships your empire can produce", that was just a reference to the way SE4 doesn't take distance into acount when figuring empire revenues from colonies. A colony on the far side of the quadrant will contribute just as much to the imperial coffers as one in the home system. However, I didn't mean to say that travel time was the only determining factor in colony production. Even if it were, imagine if SE4 tracked expenses not just for warships but for transports for resources. Even a standard game Escort with a couple of cargo bays is pretty expensive to maintain, and that accounting is highly simplified. I'm not saying that's an accurate representation of costs, but still, it shows the sort of thing I was talking about. If you had to build and maintain escorts to move the resources produced by the colonies, you could see how it could quickly become expensive or even counter-productive to try to build an economy spread out across many solar systems.[/quote] That's because you don't build military capable ships to haul cargo. You take entire asteroids, or something similar, hollow them out and use the materials to build the engines, stick a computerized brain in them, add water, and let them travel along hauling resources around. SE4 works on an accrual basis, resources are counted as soon as they are produced, no matter how long it takes to get them to the location they are needed. Military ships have to be able to accelerate quickly, which requires balanced designs. They need materials which can handle the high stresses of combat maneuvers, advanced weaponry, and most expensive of all, a highly trained crew. Cargo ships require an engine and somewhere to strap the stuff you want to carry. [/quote]As I've said many times on previous threads, and I think on this one too, I don't think it makes any sense to equate planet slots directly to surface area, and hopefully it's obvious that Proportions' facilities do not all represent items that take up the same amount of space. Only the cultural centers are described as continental in size. The facilities just represent facilities, whereas the complexes are complexes of many facilities, but even the Megacomplexes would not, I think, require continental areas. What I do think they require is environment research and development, infrastructure, life support, etc etc. It seems to me, as I've discussed at length, that there are major obstacles and requirements to overcome before a net gain to the empire is achieved. These are (very abstractly) represented in Proportions by the construction costs and the population construction rate curve.[/quote] It seems to me though, that the costs involved with creating a colony in proportions far outstrip what they would be in actuality, especially for worlds that have breathable atmospheres. [/quote]Just because a planet has the same basic type of atmosphere as your native atmosphere, doesn't make it breathable. Suppose Venus had an Oxygen-Nitrogen atmosphere. Let's be very generous and say it's even about the same proportion of gasses, and there are no toxic particles or other components. Great, but Venus surface atmosphere is 100 x Earth's pressure, and 600-700 degrees Celsius.[/quote] Utterly wrong. If Venus had the same atmospheric composition as Earth it would have a surface temperature just slightly greater than ours because there would be no runaway greenhouse effect. Many of the gases would condense at the same time and reduce the atmospheric pressure to a more manageable level. Quote:
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[/quote]A Proportions mine facility does not represent a continent-sized mine. If I were to add a continent-sized mine facility, well, it'd cost a lot more than my MegaComplexes do. The megacomplexes I do have represent less industry than a cultural center contains, and they produce up to 750 units/turn.[/quote] I still think you are far overestimating the need for population to run such things. We only use our population for many things on Earth because it is so high and because unemployment is politically bad. Quote:
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It's good enough that I'm using the basic concept of slow development (with huge payoff at the end however) for a few of the races in my own crossover mod. |
Re: Proportions mod: So confusing!
"Oxford's contributions to technology in the Last decade have been miniscule when compared to all the contributions from every other research lab."
Im sorry, but you missed PvK' point completely. |
Re: Proportions mod: So confusing!
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Re: Proportions mod: So confusing!
There is a law of diminishingreturn: If you put twice as much money into R&D you will not double output. In developed society, making second lab with the same budget as Oxford will not create such a good University.
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Re: Proportions mod: So confusing!
The idea behind linear input/output relationship is that two labs can focus on two totally different subjects, yet their efforts will apply to the same project. For example, when researching gas colonizers, one lab can focus on the materials designed to make up the landing gear, another lab can design the landing gear and its mechanical properties, another lab can perform experimental tests given data from the first two labs, and this can likewise be reproduced with the many, many parts involved in the entire colonization. Thus, labs can add linearly, since they are not exactly focus on the exact same project. I agree that two labs working on the exact same project would not double the rate of production, but the idea is that there are many parts to each technology that can be split up so that each lab gets one part. Armor, for another example, can be involved with the labs that design the possible materials to be used, the many labs to test those materials against the many weapons or conditions it will have to face, then there's the lab(s) that concentrate on effective placement of armor on hulls to maximize effectiveness.
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Re: Proportions mod: So confusing!
Yes, it is true that two labs can work on two different subjects, and one tech area may consist of multiple subjects, so some additive research, but only up to a point. Once again, the proportions presented are inaccurate, and this mod attempts to compensate.
The thing is, even one homeworld is NEVER going to "run out of space" for places for people to study all of the subjects they want to. The limits on technological development are mostly a matter of culture, society, and education. Real estate has almost nothing to do with the rate of scientific progress. PvK |
Re: Proportions mod: So confusing!
Graeme, your message is sooo long...
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well, clearly, we disagree. I think it depends on the idiocy of the species, how much they become self-reliant on certain resources, and then mess them up. However, if they survive to spacefaring status, then I think they will be able to figure out how to maintain sustainable resources of all three types in their home environment. That being the case, I don't see anyone "using up" a whole planet. If they do, then they don't make it to functioning spacefaring status. So, it seems to me that resource production will be more a matter of how much infrastructure can be developed in one place. Obviously, to me anyway, this place is going to be the homeworld. Resources aren't just base materials as will be found on alien planets. In order to build high-tech items, you don't just need minerals, organics, and rads - you need manufactured goods, the efficiency of producing which is highly determined by the network of resources and conditions found on a homeworld. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well again, we disagree. I think you're oversimplifying, and not considering many problems which will take serious amounts of time to develop. Developing technology, even in completely understood conditions on a home planet completely supported by infrastructure, takes time. And, it seems to me there would be millions of issues in trying to convert an alien planet into a homeworld-equivalent. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Perhaps if you look at it as just a lab. However, that wasn't my point - you're looking at my question upside-down. What I was trying to say, is that a civilization only manages to raise so much novel thought and invention per year, mostly by the top fringe of its intellectual elite. An excellent educational system, and a gathering of minds to educate the best students in the best way, is a product of the culture as a whole, and is made possible, protected, and nurtured, by social factors built up over centuries, and which have essentially nothing to do with finding more space on alien planets to build labs. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well, clearly our assumptions vary widely. For example, I don't see "cornucopia fusion power from water" as a basic tech in SE4. If it were so easy to generate power, what are supplies and the Quantum Reactor all about in SE4? I think you are describing a much higher tech level in these things than SE4's tech tree represents. Of course, a mod that made such assumptions (and I think you are making many assumptions about the tech abilities besides just fusion power) would be perfectly legitimate - it's just not what I imagined when I thought about Proportions mod. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well, again, your imagination of SE4's tech levels is simply much higher than mine. For example, I don't see SE4 as starting with FTL drives. Light takes EIGHT MINUTES to get from the Sun to the Earth. An SE4 turn is about a month. So, light speed in SE4 would be oh, probably well over 1000, not 6 (ion engine speed in SE4). Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Again, I disagree. At least, at the tech levels I imagine. Each planet's environment is quite a bit different. Atmosphere composition is just one of many, many factors. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Just because you can make a chip to survive in an environment, after years of research, doesn't make it cost-effective, or not require separate research and development times thousands of different projects. See the "we're imagining different tech levels", and "no, SE4 propulsion is not FTL" issues. To me, that would be true only after an appropriately long period of extension to the SE4 tech tree. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Again, ok, you can redefine population as mostly non-organic droids, but that's just an abstraction. You still need something to be able to perform a massive range of tasks, including self-support and survival in an unexplored environment. You still need power, transportation, and tons of specialized equipment and materials. Using mostly robotic personnel may solve some problems, but it introduces others. You need less food and medicine, but more power, batteries, lubricants, maintenance facilities, and spare parts, etc. If you think this can all be made from chain-reaction factories and built up from rocks, well, I think you're describing year 3000 (or year 4000) technology again. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well, I disagree that it's a non-issue, at least without serious tech development. Atmospheric manipulation would be a tech area, as would fusion power, pollution and temperature control, etc. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well, a Honda factory on Earth already has the benefits of massive amounts of infrastructure for producing steel, alluminum, pLastics, spare parts, etc etc etc. You will have to either ship all such things to Venus, or build equivalent infrastructure, and the required environment for it to survive, on Venus, just to run the Honda plant. All of that is massively non-trivial, at least before year 3000-4000. Irradiated red-hot iron ore, assuming you can find it, is thousands or millions of steps away from being snapped together into a Honda. Meanwhile, Earth has an iron core, and is probably, it seems to me, far more convenient, in a thousand or more ways. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well, at year 3000, maybe. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> If you have such technologies, maybe. Maybe by year 4000. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Given your assumptions, I might say the same thing, but again, it sounds to me like you're 600-2000 years ahead of the techs I'm imagining. Even so, though, I still think planetary conditions would be major economic disincentives. Atmosphere composition would be only one thing. Gravity, radiation, pressure, temperature, volcanic activity, meteor activity, weather activity, indigenous life, indigenous microbes, would all present seriously expensive obstacles. The few planets that might actually be somewhat hospitable would be massively more valuable, because of the reduced expense of needing to develop specialized technology. Moreover, given the size of a planet, I don't see any development effort actually "running out of space" within even a hundred years. Due to the complementary nature, and the complexity, of high-tech infrastructure found on a fully-civilized planet, I don't see alien colonies quickly reaching homeworld-challenging abilities even at very high tech levels. Again, only possibly with massively advanced technology, and even then, it would take signifigant time. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Not utterly wrong. http://forum.shrapnelgames.com/images/icons/icon12.gif You're over-simplifying again, as does SE4. There are not just a handful of possible atmospheric compositions, or conditions. It wouldn't take a whole lot to make even the Earth's atmosphere unbreathable. Just add radiation, or a large meteor strike, or massive pollution, etc. Not to mention alien planets, where the planet's size and relation to its sun would generally be massively different, etc. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> It seems to me you're reasoning backwards, again. How many of the planets we know of have an Earthlike atmospheric composition? Zero. Starting from SE4's assumption that there are only a few atmosphere types for any planet, is just a fudge for gameplay purposes. Or, maybe a following of pulp fantasy trends. Anyway, I think there is massive room for interpretation in all of this. Star Trek would be one extreme "Sir, another Earth-like planet with humanoids on it...", and reality, perhaps, another. It seems to me SE4 is pretty close to Star Trek, and Proportions is somewhere between SE4 and the middle. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Maybe not at your year 3000 tech level. At the tech level I imagine, robots would still require specialization and infrastructure development, which requires massive continuous transport of spare parts and supplies, as well as technological specialization, and infrastructure development on the planet to make the facilities feasible and productive. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> I don't see people "surviving easily" in a vacuum. They survive inside carefully and expensively produced and maintained artificial environments. Fragile environments which are only possible thanks to massive amounts of infrastructure which exists only on the homeworld. Planets generally are more inhospitible than vaccuum, especially before their environments have been explored and understood. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> It's not just a question of "population to run such things". Infrastructure (energy, supplies, spare parts, transportation, etc) and hospitible environments, are also represented by population, and by cultural facilities. Your imagined technology seems to include the ability to make everything from refined metals to microchips to mechanical parts, to limitless power, all from a few simple machines. Mine doesn't. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Well, you may have found a technique that I didn't think of, there. I'll have to check that for play balance... you may have found something I didn't intend. Quote:
It's good enough that I'm using the basic concept of slow development (with huge payoff at the end however) for a few of the races in my own crossover mod.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Sounds interesting! PvK |
Re: Proportions mod: So confusing!
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Also, colony ships are mostly pointless in Proportions. It is a lot less time consuming to send out a SYS and a few population transports, and building the colony ship right over the planet. This is especiallty true if the planet is a few systems (or more) away from the homeworld. |
Re: Proportions mod: So confusing!
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Or give colony ship big maintanace reduction? Cost should stay the same - you still need to build it either way, the big loophole is enormous maintanance of colony ship that can be skipped by building it onsite. |
Re: Proportions mod: So confusing!
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You guys's got me thinking about FTL in SE4 tersm though. I didn't want to hijack this thread so I started a new one. Link to OT thread Geoschmo |
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