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-   -   Colony Mood and Climate (http://forum.shrapnelgames.com/showthread.php?t=6270)

LokiOne June 9th, 2002 12:51 AM

Colony Mood and Climate
 
I have been playing about a week and still am unclear about the impact a colony's mood has on growth/production/loyalty/reproduction? What factors will move it upwards or downwards?

Climate control-1 changes a planet at 1% per year. How many percentage points seperate the various types of atmosphere and conditions? Is it worth trying to change the climate within the scope of a typical SE4 Gold game?

Fyron June 9th, 2002 02:20 AM

Re: Colony Mood and Climate
 
I have been playing about a week and still am unclear about the impact a colony's mood has on growth/production/loyalty/reproduction? What factors will move it upwards or downwards?
I think happiness modifies all production (build queues and resources) by these amounts:
Riot: 0 production
Angry: 60%
Indifferent 100% (ie normal)
Happy: 110%
Jubilant: 120%

Rioting planets can break away.

I think that Happy and Jubilant might increase reproduction a little, but I am not sure.

Climate control-1 changes a planet at 1% per year. How many percentage points seperate the various types of atmosphere and conditions? Is it worth trying to change the climate within the scope of a typical SE4 Gold game?
I did an experiment on this once. Let me try and find the results...

Krsqk June 9th, 2002 02:24 AM

Re: Colony Mood and Climate
 
Happy/Jubilant increase both production and construction by 10%/20%, respectively.

oleg June 9th, 2002 03:22 AM

Re: Colony Mood and Climate
 
Mood affects reproduction as well. 2% per level, I think.

Baron Munchausen June 9th, 2002 03:42 AM

Re: Colony Mood and Climate
 
The amount that population mood affects production is settable in SETTINGS.TXT like so many other things.

To bad you cannot make individual races have different modifiers, tho....

Grandpa Kim June 9th, 2002 05:22 AM

Re: Colony Mood and Climate
 
All moods affect both production of the three resources, research and intelligence, and reproduction. The indifferent mood is considered the norm or standard (100%)

Jubilant.... 120%
Happy...... 110%
Indifferent 100%
Unhappy.. 90%
Angry....... 80%
Rioting..... 0%

These numbers are for production. For reproduction its a little different. Again take indifferent as the norm. From there add 2 percentage points for happy and 5 for jubilant. I'm not sure about unhappy and angry, but they will be similar minuses to the above pluses. Again rioting is a fat 0% reproduction (no growth).

The moods have no affect on construction (except rioting-- no contruction at all!). Only population affects it. No minuses here, all pluses!

You can get the current pluses and minuses for any of your planets by clicking on the "Abilities" tab at the bottom of the planet window.

Actually all this is laid out in one of the moddable text files. Perhaps one of our modders could point out which one?

Kim

LokiOne June 9th, 2002 06:13 PM

Re: Colony Mood and Climate
 
Imperator Fyron: do you have the results of that test on climate control yet? Appreciate any assistance you can provide. I'd really liketo know how long these facilities take to improve the climate and how it impacts the colony inhabitants.

Fyron June 9th, 2002 11:11 PM

Re: Colony Mood and Climate
 
I couldn't find it, so I started redoing the test. I don't have time to finish it. Here is what I have so far:

1023657048.txt

Krsqk June 10th, 2002 05:31 AM

Re: Colony Mood and Climate
 
Quote:

Actually all this is laid out in one of the moddable text files. Perhaps one of our modders could point out which one?
<font size="2" face="Verdana, Helvetica, sans-serif">Both population and mood modifiers are contained in Settings.txt.


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