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  #11  
Old May 25th, 2001, 11:38 PM
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Default Re: Does population play any importance role in SE4?

quote:
Every 5 points in it raises growth by 1%. I tested this for Unpleasant and up...

Well, then the obvious temporary solution is to increase the price of reproduction by 5 times!
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  #12  
Old May 26th, 2001, 12:20 AM
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Default Re: Does population play any importance role in SE4?

I have submited a number of ideas to make the pop more important. Hopfully someday they will be.
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  #13  
Old May 26th, 2001, 09:18 AM
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Default Re: Does population play any importance role in SE4?

quote:
Originally posted by rdouglass:
I remember in SE3, a ShipYard would take 10 turns to build for a newly (minimally) populated large planet.


Hmmm... maybe you have a different game also called SE3, but I seem to remember that the only affect population had on build rates were for planetary facilities, and there was no Planetary SY facility. All that was needed was 100M (50M with racial advantage) to get a planet SY.
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  #14  
Old May 27th, 2001, 06:31 PM

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Default Re: Does population play any importance role in SE4?

quote:
Originally posted by Will:
Hmmm... maybe you have a different game also called SE3, but I seem to remember that the only affect population had on build rates were for planetary facilities, and there was no Planetary SY facility. All that was needed was 100M (50M with racial advantage) to get a planet SY.


Oops, my bad. It must have been an 'Enhanced' Spaceport or Resupply Depot. (Remember the Spaceport that allowed you to build with less than 100M?) It's been a while, but I do remember there being a very large difference in building fac's (based on Pop). I can recall wanting to send huge transports with my Colony ships so I could build the System 'critical' Fac's quickly. And I seem to distinctly remember it being 10 turns vs. 2 turns (or something like that) whereas now it's only a 5 to 3 ratio (without emergency build or modding).
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  #15  
Old May 28th, 2001, 05:23 AM
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Default Re: Does population play any importance role in SE4?

Remember? Heck, I still play SE3 once in a while. I even played SE2 a few months back

I remember some mod that gave an "Enhanced Spaceport" technology, which was supposed to give you a spaceyard. I also remember it didn't work when I tried it I also remember the reduced facility build time, going in increments of 2B (IE, 1M = 10 turns, 2000M = 5 turns, 4000M = 3 turns, 6000M = 2 turns). Although I'm not sure about sending in the transports with colonizers as my favorite racial advantage was Natural Merchants Resupply Depots could wait, since ships had 1.5 turns of supplies instead of 50 sectors minus weapons fired. Ah, the good old days of not worrying about supplies so much...
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  #16  
Old May 28th, 2001, 05:45 AM

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Default Re: Does population play any importance role in SE4?

Another question: why doesn't overpopulation/overcrowding effect the planet (mood, pollution, productivity, etc.)? It might give people incentive to send out more population transports to the outlying colonies.

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  #17  
Old May 29th, 2001, 02:26 AM
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Default Re: Does population play any importance role in SE4?

That was another suggestion made for SEIV in the planning stages, but if implemented, it would be a micromanagement nightmare...
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  #18  
Old May 29th, 2001, 02:43 AM

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Default Re: Does population play any importance role in SE4?

i think that they should bring in the pop per facility. I think that the way it would work is to have the first one built would be the first one to come on line.
It would make plague bombs and rad? bombs more effective as they would reduce the planets production because of the the loss of facilties being used.

Also I think that yes they should bring in over population negatives as well, or at least enable them to be turned on if you want it. As this would force the re-allocation of pop. You could always build a big cargo base, up load the pop and dump them in space, evil dictator in me there!.

This would limit the expansion of empires and force the capture of worlds for their pop and also greatly increase the organic facilties worth.

Also I have developed facilities such as a cloning center for all non-organics to use, a 1st level vat but more expensive.

I would hope that MM bring s this in as it would make the game even harder and even more fun to play.
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