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  #1  
Old September 14th, 2001, 11:46 PM
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Default Re: Bug or...?

quote:
Right, I know about that. But this was different I think. In this idea you actually couldn't build another facility unless you had the population.
Just wondering: how would a reduction in population affect the facilities? You would tend to run into the same problem.

If you allowed the facilities to keep operating, then players would ship all their population around to max out facilities, and then leave the small planets with 1M very productive people.
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Old September 15th, 2001, 12:28 AM

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Default Re: Bug or...?

Here is one way you could handle it.

Example:

each facility that produces a resource requires 5 million people (or break it up however else you want)

essential facilities that MUST recieve full work loads or don't work regardless require 1mil people.

special things can use whatever you want them to be and if they generate a bonus or something else that can be modified in a quantifiable way then just use the same basic method as described below and use 5mil per or set them as "essential" facilites that either run or don't at 1mil per.
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The planet in question has 8 facility slots
3 of which are used with essentials (space port, space dock, and something else)

These take up 1mil each so 3mil altogether.

The total population of the planet is 10mil outa a total of 20 mil.

So we have a total of 10-3 = 7 mil population to use.

We then build 5 mineral thingies so 5x5 = 25 mil needed to operate them at designed efficiency.

UHOH we won't have enough to run them all even at max planet pop. Lets see what that means.

at current levels we have 7 mil people to run 5 facilities that need 5mil each... Lets do it like this.

5mil people per facility is 100% efficiency but we only have 1.4 mil per facility (7/5= 1.4) and 1.4 is 28% outa the 100% that 5mil represents. So then we say that each of these 5 mineral facilities is running at 28% efficiency and thus only generates 28% of what they normally would after all other planet bonuses are applied.

Alter the numbers for higher population level and you get 20-3= 17mil for use or 3.4 per facility so 68% efficiency when this planets pop is maxed.

To cap that. Because I just know all of you are too stupid to catch that the first time through... or is it that I am so confusing... ah well.

First subtract pop needed by "Essential facilities"

Next look at number of resource facilities you have that need 5 each and break up the remaining population into equal little chunks and find out what percentage of the required to operate number each of these little chunks is and there is your operating value.
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Leftovers are unemployed or you could put in some other little bonus level on each facility like 5mil for 100% and a bonus 5% for every mil over that or just ignore it and assume the pop bonus for high level pops is doing that.
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Why I suggest straight values of 5mil for ALL resource facilites v 5 mil for mining and farming and then maybe 3 mil for research etc, is for simplicity. If you do that you start running into problems of dividing it up and needing 5mil for larger ones and 3mil for smaller ones and the number you have to spread around is 3.4... so do you break up the extra .4 on each of the researchers or what? It just makes it more complicated and to tell you the truth I just don't like it.


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Old September 15th, 2001, 10:19 AM

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Default Re: Bug or...?

quote:
Originally posted by Cyrien:
Here is one way you could handle it.

Example:

each facility that produces a resource requires 5 million people (or break it up however else you want)

essential facilities that MUST recieve full work loads or don't work regardless require 1mil people.

special things can use whatever you want them to be and if they generate a bonus or something else that can be modified in a quantifiable way then just use the same basic method as described below and use 5mil per or set them as "essential" facilites that either run or don't at 1mil per.



so what you're saying is:

efficiency = workers / workers needed
workers = total population - essential workers
workers needed = total workers - essential workers

the 5 mil per facility for simplicity isn't needed, just look at the total workers and workers that are needed to operate all facilities.

in your example :
25m are needed, you only have 7m
7/25 * 100% = 28% efficiency
if you would add one facilitiy which needed 3m workers you would get
7/28 * 100% = 25% efficiency
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  #4  
Old September 15th, 2001, 10:56 AM

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Default Re: Bug or...?

Well, it would definately make the Planet Conditions more important, especially in the early game (better conditions = quicker reproduction). But it would also slow down early game expansion a _LOT_! You probably couldn't afford to build anything on that first colony until it was about half full of ppl; or, you could start building on the second colony right away, but you wouldn't be able to afford the maintenance on any ships until you _stopped_ building on it!
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Old September 15th, 2001, 05:23 PM

Cyrien Cyrien is offline
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Default Re: Bug or...?

Yah like that.

And I am a History major not a math major so I was pretty proud just do what I did.

I am sure there are better ways to do it and easy ways to diversify it but math isn't my strong point. :P

I actually like the idea of a slowed down start game... and if you thought about it you could easily transport large amounts of pop from the home planet to fill out the basic levels the first few startup colonies without breaking into the production their too much... so not so great a slow down.

Besides I never really have problems with resources in SEIV... and normally my races have 80% to 50% resource harvesting with lowered intel and maybe slightly increased research though I prefer 100% as a base rather than increasing it... otherwise it makes the game too easy.

I would actually really enjoy seeing a population modifier like this... and with the settings file you could make the amounts needed to run each variable and set it to 0 if you didn't like the option. Easy enough.
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Old September 15th, 2001, 07:36 PM
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Default Re: Bug or...?

Actually, my main concern is what happens when you have insufficient population to run the "essential facilities", or those which cannot run at partial efficiency.

-What does 50% eff. mean for a resupply depot?
-How do you use your 1M people when you've got 2 or more essential facilities?
Sometimes the resupply depot might be more important than the spaceport!
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Old September 15th, 2001, 07:44 PM

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Default Re: Bug or...?

You could possible have it as a list of settings in the settings file as to what is more important can bet set there or within the game itself as an option to list the priority of the different essentials. Via the Empire Manager or whatever that options thingy is.

[This message has been edited by Cyrien (edited 15 September 2001).]
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