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January 30th, 2001, 06:29 PM
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Major
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Location: Northern Virginia, USA
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Production Bonuses
Currently there are 12 population level breakpoints where you get increased production. The 12th is set to 200,000,000,000 (yes, 200B!) in the 1.19 Version. This particular setting is required by the game to define the "maximum" bonus. Which means the Last USEFUL setting is 10B, with a 90% bonus (IIRC). In the interest of making ring and sphereworlds useful, I've changed the Last (useful) breakpoint to nearly 60B (since sphereworlds allow 64B pop), and set the bonus to 200% (so you get triple production on an almost-full sphereworld). I've attached a text file with only the population modifier lines from "Settings.txt"...
Any comments?
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January 30th, 2001, 06:35 PM
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Captain
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Re: Production Bonuses
I like the additional levels, however, my personal mod has them going the other way as well (e.g. below 100 and below 150 production falls off by 20% and 10% respectively) Someone (forget who) posted this awhile back and liked it.
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January 30th, 2001, 08:37 PM
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Sergeant
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Re: Production Bonuses
quote: Originally posted by DirectorTsaarx:
Currently there are 12 population level breakpoints where you get increased production. The 12th is set to 200,000,000,000 (yes, 200B!) in the 1.19 Version. This particular setting is required by the game to define the "maximum" bonus. Which means the Last USEFUL setting is 10B, with a 90% bonus (IIRC).
Actually, that's not the case. The maximum bonus is 100%, which you get if you have a pop of over 9999M.
You get the bonus for modifier X if your population is between that listed for (X-1) and X. In other words, when you hit the population amount for modifier 10, you get pushed up to modifier 11, and that bonus now applies (190%).
The 200B figure is probably just a catch-all used to give it something to check if your population is 10B or higher.
[This message has been edited by Drake (edited 30 January 2001).]
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January 30th, 2001, 09:40 PM
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Major
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Re: Production Bonuses
drake: you know, that actually makes more sense...
In which case the file I uploaded should have the Last entry (the one for 200B) set for 310. Unless you really want to stop at 300% production (equal to a 200% production bonus), in which case you can just delete the next-to-Last entry (59.999B) and leave the Last entry as it is.
And tampa: I posted a similar Version of this a while back, probably in response to the same thread you're referring to. I forget who put production penalties in for small races, but I figured that as long as all the races use the same rules the penalties weren't necessary. But that's just my opinion; and one of the nice things about this game is you can set it up the way you like it...
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January 30th, 2001, 11:49 PM
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Second Lieutenant
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Join Date: Oct 2000
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Re: Production Bonuses
The penalties where a courtesy of Talenn if my memory serves me correctly.
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January 31st, 2001, 03:33 PM
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Captain
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Re: Production Bonuses
I think production penalties are a GREAT idea. It has always bothered me that you can send over just ONE million colonists and get the same production from a planet as 99 M. Even the 5% production bonus at 100 million seems out-of-whack.
I'm still hoping that they enable the 'Minimum Population to Operate One Facility' setting so we can say that each facility requires at least 10, 20 or even 50 M colonists (as the setting currently appears in Settings.Txt)
One of the things I most dislike about this game is the lack of factories ala Moo2. If I play a heavily fighter based game, I can build a colony ship in the blink of an eye, colonize a planet and start cranking out more fighters on this brand-new practically empty planet than I can on space yard ship or on a space yard base ship--OR even on an established colony that has a HUGE population in comparision. To me, this is majorly out of whack.
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