The link is
HERE .
Most of the changes in Proportions are changes of the proportions of everything (if you accept a broad meaning of the term) from population size (proportion of a million civilians' cargo requirements to other items) to reproduction rate (proportion of increase to base population) to effects of ship sizes (effects of proportions of scale on combat, maintenance, speed, supply use, etc) to ground combat times (proportions of time and logistics required to conquer a whole planet) to construction rates (proportions of construction rate on colonies compared to developed worlds is more proportional to their population [representing both workforce and equipment and infrastructure]) and economics (proportion of reserves to production), and proportions of research (lengthened to more realistic proportions relative to other events, and extreme changes to the relative proportional effects of colonizing planets on research rates), and unit design (many new worthwhile design choices of what proportion of a unit to devote to previously-deprecated components like armor, shield generation, supply storage, boarding defense, etc), fighters (are now viable even in late-game in proportionally appropriate ways, given proportionally appropriate combat mods and proportionally appropriate [low] damage output), and planetary capacities (the deployment area on breathable planets is now more proportionally appropriate), and of course homeworlds versus colony worlds (homeworlds have appropriate proportional advantages over new colonies) and game pace (more realistic time to accomplish events, resulting in hugely slower colonial development, but equally fast combat...), and the QNP movement system (proportions of ship size affect speed, supply use, etc).
PvK
Quote:
Originally posted by The High Gryphin:
I'm not sure, but I think GrowlTigga ment, (and I would like to know also),
What is the "Proportional" aspect of it?
This was probably explained befor. does anyone have the link?
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