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Old July 14th, 2004, 11:04 AM
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Alneyan Alneyan is offline
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Default Re: Finite Resources + Proportions Mod ?

You cannot alter the effects of these facilities within the game engine; but it isn't needed either. The resource converter allows you to convert resources already in storage, and so would be used to convert, for example, these organics into minerals. You would extract the organics, and then convert them, virtually increasing the mineral value for your planet (at the expense of organics).

The Value Improvement Plant works as well under finite games; while it adds its value to all planet values in infinite games (going from 150% minerals to 151% for example), it multiplies the *current* value of your planet in finite games. For instance, if you have 1500 minerals left on your planet, using the same facility will multiply these 1500 by 1,01 (making 1515 minerals). So this facility is paramount in finite games, and should be built as soon as possible given how it works.

I do not believe that Proportions is truly designed for playing finite games though (unless the author, PvK, did a lot of work to make the AI work in such games). If you would like to play finite games where the AI can handle its own, the AI Campaign mod is very likely your best bet. It is based on the Proportions mod, and aims at making the AI a lot tougher (including when playing with finite resources). I will let the author, JLS, to speak for his mod and how it plays with finite resources though.
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Old July 14th, 2004, 11:29 AM

Zar Alexej III. Zar Alexej III. is offline
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Default Re: Finite Resources + Proportions Mod ?

Okay THX,

will have a look at this MOD you mentioned.
Wish you a nice day
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Old July 14th, 2004, 11:26 PM
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Default Re: Finite Resources + Proportions Mod ?

Yes. The facilities you mentioned DO work in finite resources mode. It might not be easy to see their effects without looking at the numbers from turn to turn, though.

However, Proportions was not written to work with finite resources. The kinds of changes I made do not lend themselves well to that, because to my mind, planets do not just "run out of minerals" in the course of a few years. Instead, they can be abused to reduce the ease of resource extraction, but the mechanics and time scale aren't so easy to do. Moreover, although you might find a lot of "minerals" on a planet, and despite some very optimistic high-tech sci-fi to the contrary, you can't easily make starships out of minerals from scratch. Therefore I made the homeworld cultural centers produce many more resources (representing the yields of established native-environment high-tech infrastructure and supporting society). In limited resources (which I did at least jack up a bit), this means depleting the homeworld. Perhaps though the numbers could be tweaked to make the homeworld sustainable, but I didn't do this because it seemed too simplistic and not really appropriate.

And, the AI is entirely unprepared to use limited resources. JLS has made a strong effort to overcome the AI weakness, though, in the later AIC Versions, so that would probably be the best bet for what you're looking for.

PvK
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Old July 15th, 2004, 02:38 PM
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QBrigid QBrigid is offline
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Default Re: Finite Resources + Proportions Mod ?

Quote:
And, the AI is entirely unprepared to use limited resources. JLS has made a strong effort to overcome the AI weakness, though, in the later AIC Versions, so that would probably be the best bet for what you're looking for.
This is not just Proportions or other MODS the AI does not handle Finite Resources that good in stock se4 either.
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