.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 25th, 2001, 04:59 PM

gamefan3001 gamefan3001 is offline
Private
 
Join Date: May 2001
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
gamefan3001 is on a distinguished road
Default Does population play any importance role in SE4?

I used to play Master of Orion series and
I remember that the population of a planet
is crucial to your productivity (which is
quite reasonable). But in SE4, it seems
the population is only a minor
modifier to your productivity, even a newly
colonized planet can roughly match the
productivity of my homeworld (my homeworld
has 20% bonus due to the high population,
but compare with the huge difference on
their populations, this is really negligible)
Did I miss anything in the game? Is the
population in SE4 really of little
importance?
Reply With Quote
  #2  
Old May 25th, 2001, 05:18 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Does population play any importance role in SE4?

It is quite easy to fix that, and there are already some mods that do change it.

I believe the settings.txt file contains the list of population modifiers, and adjusting that would give you what you want.
Reply With Quote
  #3  
Old May 25th, 2001, 05:34 PM

Guest
 
Posts: n/a
Default Re: Does population play any importance role in SE4?

Speaking of MOO, I recall a trick I used to make population grow faster. I would ship one of every race to every system, then when I got the second split him off to the second world etc. Eventually I would have one of each race on each world with a rate 7+ times the normal.

Now my question is, would this work here ? Mixed atmospheres generate domed, but in my game I have lots of Oxygen breathers. So if I get more than one O2 race on an O2 world, will that grow 1/t for each race every turn ?

Also the moons would be useful population factories - one of every race since they are usually domed anyway...
Reply With Quote
  #4  
Old May 25th, 2001, 05:57 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Does population play any importance role in SE4?

quote:
Originally posted by gamefan3001:
I used to play Master of Orion series and
I remember that the population of a planet
is crucial to your productivity (which is
quite reasonable). But in SE4, it seems
the population is only a minor
modifier to your productivity, even a newly
colonized planet can roughly match the
productivity of my homeworld (my homeworld
has 20% bonus due to the high population,
but compare with the huge difference on
their populations, this is really negligible)
Did I miss anything in the game? Is the
population in SE4 really of little
importance?



You can change this in two ways. First, there are facilities in the game that will increase production. This is just like MOO where you could build factories and what not. So, the "development level" of a colony does affect production. Second, you can alter the production increase caused by larger population in the SETTINGS.TXT file. There were some problems in earlier Versions with limits on the number of steps you could have. It's been fixed now and the limit is something like 255 if I recall rightly. So, you could install a very large and elaborate scale of increasing productivity with whatever top level you want.

[This message has been edited by Baron Munchausen (edited 25 May 2001).]
Reply With Quote
  #5  
Old May 25th, 2001, 06:04 PM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default Re: Does population play any importance role in SE4?

I'm hoping that eventually the game can be set to have a minimum population needed PER facility. Then population would be very important.
Reply With Quote
  #6  
Old May 25th, 2001, 07:02 PM

Kadste Kadste is offline
Corporal
 
Join Date: Feb 2001
Location: Ontario, Canada
Posts: 72
Thanks: 0
Thanked 0 Times in 0 Posts
Kadste is on a distinguished road
Default Re: Does population play any importance role in SE4?

Have not played around with the settings.txt file much, but what effect do the "Population Required to Operate One Facility" and "Population Modifiers" settings have? Are they straight forward in what thay are saying?

"Population Required to Operate One Facility := 50"
(from settings.txt)

If I have a pop of 65 on a planet. Will only one facility produce? If only one, which one? Will two facilities produce? Will all facilities produce? Does it round the 65 down so one produces, round up or round off?

Pop Modifier 1 Population Amount := 99
Pop Modifier 1 Production Modifier Percent := 100
Pop Modifier 1 SY Rate Modifier Percent := 100
Pop Modifier 2 Population Amount := 499
Pop Modifier 2 Production Modifier Percent := 105
Pop Modifier 2 SY Rate Modifier Percent := 105
(again, from settings.txt)

Does the planet with a pop of 100 to 499 produce and build (SY rate) 5% more per turn than a planet with 1 to 99 pop?

My understanding is there is a correlation between these setings and the amount of production per planet
__________________
In difficult ground, press-on;
In encircled ground, devise stratagems;
In death ground, fight.
Sun Tzu (circa 400 B.C.)
Reply With Quote
  #7  
Old May 25th, 2001, 07:06 PM

rdouglass rdouglass is offline
Major
 
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
rdouglass is on a distinguished road
Default Re: Does population play any importance role in SE4?

I agree with minimum pop for facilities. Also, I'd like to see a bigger difference for production / population bonuses.

I remember in SE3, a ShipYard would take 10 turns to build for a newly (minimally) populated large planet. The same planet fully loaded with pop could build the same SY in 2 turns. Now in SE4, I think it changes from 5 turns to 3 - not a very big difference. Yes, I'm aware of the mod's for pop bonus, but I haven't done much modding and it could be somewhat discouraging for someone running right 'outa the box'.

Also, if this could be race-specific and not 'global', that too could help with adding more features to the game. Maybe use Racial points or something???
Reply With Quote
  #8  
Old May 25th, 2001, 07:23 PM

Krakenup Krakenup is offline
Corporal
 
Join Date: Jan 2001
Location: Newport News, VA
Posts: 125
Thanks: 0
Thanked 0 Times in 0 Posts
Krakenup is on a distinguished road
Default Re: Does population play any importance role in SE4?

quote:
Originally posted by Kadste:
"Population Required to Operate One Facility := 50"
(from settings.txt)

This is not currently implemented. It would require a complete rebalancing of all population-related issues such as population growth, storage on transports, turn length, etc.
quote:
Does the planet with a pop of 100 to 499 produce and build (SY rate) 5% more per turn than a planet with 1 to 99 pop?
Yes.

Reply With Quote
  #9  
Old May 25th, 2001, 09:43 PM

Possum Possum is offline
First Lieutenant
 
Join Date: Oct 2000
Location: San Diego, CA, USA
Posts: 731
Thanks: 0
Thanked 0 Times in 0 Posts
Possum is on a distinguished road
Default Re: Does population play any importance role in SE4?

Reproduction bonuses, when setting up your race characteristics at the start of the game, are CHEAP.

If nothing else, reduce your Tolerance to 91%, then use those points to boost Reproduction by 9%, and you will enjoy a net increase in population growth of 7%, ABSOLUTE.

There may be some limit, drawback, or hidden catch to this that I just haven't noted yet, but I'll leave that to you smart college boys to figure out
Reply With Quote
  #10  
Old May 25th, 2001, 10:29 PM
PsychoTechFreak's Avatar

PsychoTechFreak PsychoTechFreak is offline
First Lieutenant
 
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
PsychoTechFreak is on a distinguished road
Default Re: Does population play any importance role in SE4?

quote:
Originally posted by Possum:
If nothing else, reduce your Tolerance to 91%, then use those points to boost Reproduction by 9%, and you will enjoy a net increase in population growth of 7%, ABSOLUTE.

There may be some limit, drawback, or hidden catch to this that I just haven't noted yet, but I'll leave that to you smart college boys to figure out



I recall an observation from DRAKE about this:

"From previous testing I've done, Env. Resist. has only shown to have an effect on growth rate, independant of
anything else.

Every 5 points in it raises growth by 1%. I tested this for Unpleasant and up, so if someone wants to double
check this for worse conditions, be my guest.

Unfortunately, this appears to be a case where it'd make sense for it to affect how well your population handled
poor conditions, people assumed that's what it did, and the misinformation spread...

FYI, I basically had several growth tables laid out with the percentage increase charted for variations in
condition, Env. Resist. values, and reproduction values. In every case across the board, the 5% to 1% ratio held
true. The border is between 0/1 and 5/6, so you can reduce your starting % to 96% with no ill effect. I'd
suggest making it 81% and using the points in reproduction to compensate - it's cheaper until you hit the
breakpoint for repro.
"
http://www.shrapnelgames.com/ubb/For...ML/001919.html

I always reduce environmental resistance to 81% and respectively increase pop. growth for every race (the AI also) due to this observation.

Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:47 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.