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-   -   Proportions and Population Happiness (http://forum.shrapnelgames.com/showthread.php?t=5539)

Tnarg March 31st, 2002 10:24 AM

Proportions and Population Happiness
 
Alright, so my main planet possess facilities that promote system wide happiness. However my boys are pretty unrully elsewhere in the same system. I'm religious and temporal and have access to happiness promoting facilities yet because of the homeworld facilities these are pointless.

So how can I keep my popultion happy. Troops as in the normal game? A home defense fleet? Please help. Also looking for a little tip on population boosting. Oh and what do construction tecl level 1 and industry tech level 1 in the tech tree lead to or do?

Thanks. http://forum.shrapnelgames.com/image...s/confused.gif

Tnarg March 31st, 2002 10:39 AM

Re: Proportions and Population Happiness
 
Couple more quick questions also.

Are solar sails worth researching in the proportions mod?

And is there any formula that I can use to precalculte how many points a ship will actually move ie: a contra level 1 engine and 11 movement points; however, my colony ship will only move 2.
Thanks again.

Fyron March 31st, 2002 10:59 AM

Re: Proportions and Population Happiness
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Are solar sails worth researching in the proportions mod?<hr></blockquote>
They don't use any supplies. So, your ships will be a little slower, but they will have infinite range.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>And is there any formula that I can use to precalculte how many points a ship will actually move ie: a contra level 1 engine and 11 movement points; however, my colony ship will only move 2.<hr></blockquote>
Look in vehiclesizes.txt, specifically at this line:

Engines Per Move := 1

I am not exactly sure how the movement is calculated, but I think it works like this:

Take the movement per engine and then divide it by the entry for engines per move for the ship in question. This is how many move points (or a fraction of a move point) that each engine will add to the ship.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Alright, so my main planet possess facilities that promote system wide happiness. However my boys are pretty unrully elsewhere in the same system. I'm religious and temporal and have access to happiness promoting facilities yet because of the homeworld facilities these are pointless.

So how can I keep my popultion happy. Troops as in the normal game? A home defense fleet? Please help.<hr></blockquote>
Troops do not generate any happiness in Proportions.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Also looking for a little tip on population boosting.<hr></blockquote>
Try putting racial points into reproduction. Build as many population transports as possible.

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Oh and what do construction tecl level 1 and industry tech level 1 in the tech tree lead to or do?<hr></blockquote>
Construction allows the Metropolis, Fighters, Troops and Mines. Industry allows Computers.

PvK March 31st, 2002 11:43 AM

Re: Proportions and Population Happiness
 
Usually I haven't see happiness crises in my test games (especially in the home system), except when there is a cause like plague, large casualties, enemy ships, or battle losses. If you turned down your happiness though, it could be an issue. Your racial techs have some useful facilities for happiness improvement.

What's your happiness type and modifiers? Culture type? Are there enemy ships in your home system? Millions been dying lately? Firing on your own ships to scrap them?

Troops have no effect on happiness in Proportions, because the effect of infantry would be too great. Ships and bases help both for the whole system, and for the specific planet they are on. Cultural centers give happiness bonuses, but you may be able to increase the effect with specialized and localized facilities. Urban Pacification, Temporal Vacation Service, Religious Shrines, will I think stack their effects with multiple types.

Another idea would be to build a "pleasure craft" class - scout hull, cheap bridge, cheap life support, crew quarters, and may one efficient ion engine iii, and park them over a planet that is having happiness issues.

For increasing population, unless you have the organic tech to mass-clone them, and apart from trying to improve planet conditions and happiness, the main thing is to keep exporting colonists from your homeworld, which means building a fleet of starliners. They aren't particularly expensive to build or maintain, especially if you use cheap components, and you can set them on course and tell them to repeat it so you don't have to keep giving them orders. I usually end up with around twenty starliners buzzing around even in the early game. Of course, first build several shipyard bases at your homeworld so you can multiply your construction capacity.

Construction is necessary for Metropolis (lvl 1), Megalopolis (lvl 2), Arcology (lvl 4), Fighters, Mechanized Troops, and Mines.

Industry is necessary for Megalopolis (lvl 2), Arcology (lvl 3), and Computers.

PvK

Fyron March 31st, 2002 11:49 AM

Re: Proportions and Population Happiness
 
PvK:
Slow typer? It seems as if you typed up your post as I was doing mine. Lots of redundant info in here. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK March 31st, 2002 11:56 AM

Re: Proportions and Population Happiness
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by tnarg:
...Are solar sails worth researching in the proportions mod?<hr></blockquote>

If you only care about maximum speed, no. If you care about maximum range, yes.


<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
And is there any formula that I can use to precalculte how many points a ship will actually move ie: a contra level 1 engine and 11 movement points; however, my colony ship will only move 2.
<hr></blockquote>

Yes, for almost all ships using standard engines only, speed = thrust / mass, where thrust is the sum of all standard movement points generated by components, and mass is the mass/size of the ship divided by 50 kT. So, if your colony ship is 1800 kT, that's 36 mass points, so it will move at speed 1 for every 36 movement points you get on it. It can hold up to 8 engines, so with CT engines at 11/engine, you can get 88 at most, which is not enough to make speed 3. However, you could only put seven CT engines and still get speed 2, or you could put 5 CT and 3 efficient CT engines and get speed 2, save resources, and get better range. Unlike unmodded, you can also mix and match engines types without losing anything.

PvK

PvK March 31st, 2002 11:57 AM

Re: Proportions and Population Happiness
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Imperator Fyron:
PvK:
Slow typer? It seems as if you typed up your post as I was doing mine. Lots of redundant info in here. http://forum.shrapnelgames.com/images/icons/icon7.gif
<hr></blockquote>

Yes, I started writing an hour or more ago, and then finished to see you had answered. http://forum.shrapnelgames.com/images/icons/icon7.gif

PvK

Fyron March 31st, 2002 12:29 PM

Re: Proportions and Population Happiness
 
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