quote:
And there is another thing that annoys me : the 300 M pop/transport (light !). This ruins the whole point of having slow colonial growth , and I didn't find how to change that...
I want to have stg like 1000 to 5000 pop / KT cargo, instead of 1 M (that's a decrease !)
Where is the "weight of 1 population" parameter ?
The line:
Population Mass := 5
Will do what you want. This is the size if 1M people. Note that 1M is the smallest unit of population.
Colony modules by default hold 20KT, so if you increase the population mass beyond 20, then you should increase the colony module supply storage to match. Otherwise, you won't get any population on your colonies at all.
quote:
BTW I was just browsing mine and figuring how to change the population modifiers ... Was thinking giving 1% per 10 M colonists, with reduced (by 10) pop growth rate !
I've also found a "min pop per facility" parameter at 50 (M I suppose), perhaps upping it up to 100 or even 250 can be a good idea.
I can generate those population modifiers for you if you like. Once I get home from work, I'll upload it for you.
So far, it sounds like you want the spaceyard rate to be:
1% at 1M people, 2% at 11M, and so on...
799% at 8 Billion people (Huge Breathable)
5999% at 60 Billion people (Dyson Sphere)
All you have to do is tell me how you want the resource production to change with population.
- Linearly with population? (like the spaceyard)
- Square-root of population? (Or some other exponential)
- Sine wave?
- any other function that can be easily calculated by a computer?
quote:
- And now I heard about P&N ... what has this one to offer ?
Oh, plenty.
At the moment, I am working on a major split with tradition, (in testing on PBW). P&N comes in many flavours.
There is:
- P&N Classic (Non-Gold, with the regular SE4 movement system)
- P&N V2 (Non-Gold, with Quasi-Newtonian Propulsion)
- P&N V2 PBW (Non-Gold, with QNP, and many tweaks impossible for AIs to handle)
- P&N V3 (Gold, with QNP)
Once I've gotten P&N V2 PBW tested a bit, I'll Goldify it and release it as V3 PBW.
There are too many things to list here, so I shall have to link to other files
Modinfo.txt For V2.5 PBW.
The
P&N section of my homepage. There you can see a bunch of the changes I'm making for v2.6 PBW, and which will be transferred to the Gold Version.
In addition, there are a few more changes I'm considering in the testing.
- Psychic Races get double the boarding defense ability from crew quarters.
- Civilian Ships for Pirate Races, which can avoid even the highest-tech sensors.
- Racial tech armors are broken into smaller chunks, and organic armor can do a little photosynthesis of supplies.
- Disadvantageous Racial traits (with a negative cost). EG: Endemic wastefulness (everything uses more supplies than normal), and Naturalists, which reduces planetary storage by 30% - 40%.
Theres a couple of more iffy things, possibly for a later Version.
For more background info than you can shake a stick at, see
A Pirate's Life For Me (Shrapnel Forum Thread (38 Pages!))