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Population & Facilities
In another thread, someone wanted a better relationship between population and facilities.
I found this in the "Settings.txt" Quote:
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Re: Population & Facilities
Pretty much.
From what I hear, the SE4 classic beta testers complained about it a lot, and it was disabled. |
Re: Population & Facilities
Thanks SJ http://forum.shrapnelgames.com/images/icons/icon7.gif
I would think it would slow down the game a lot. Imagine waiting for your population to grow to 50 million before the first facility can start producing. http://forum.shrapnelgames.com/images/icons/icon7.gif And if you "unthinkingly" constructed 3 or 4, it could be years before they became functional by population growth alone. http://forum.shrapnelgames.com/images/icons/icon12.gif I can see its attractiveness for realistic play. On the minus side, it would be just one more aspect of the game to micromanage (unless the computer gave a warning that it would be non-functional http://forum.shrapnelgames.com/images/icons/icon7.gif ). |
Re: Population & Facilities
Yeah. It was pretty difficult to get anything done when you had to wait for your population to catch up to the number of facilities you had before you could actually build anything.
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Re: Population & Facilities
And it's just really not a neccesary attribute. If you want something like that you can simply mod the production and construction bonuses similer to Proportions mod. For that matter you might even be able to do a negative 100% multiplier for anything below 50 Mil and it would work exactly like the "pop required to operate" attribute did.
Geoschmo |
Re: Population & Facilities
A way to have both (realism and speed) is to have research of "robotic factories" which would require only a skeleton crew.
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Re: Population & Facilities
tbontob, take a look on Proportions mod. You may find it a little bit amusing.
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