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  #11  
Old September 19th, 2005, 12:06 PM
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Default Re: Pollution Workaround

The problem is with the limitations of SEIV there is only so many ways you can do something that all end up doing exactly the same thing.
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  #12  
Old September 19th, 2005, 01:21 PM
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Default Re: Pollution Workaround

Here's hoping SEV will be more modder-friendly in these fields..... though it probably already is. Remember the radiation levels in one of the screenshots? IIRC, there were two other values next to it, which, alone or combined, might serve to create a vastly greater amount of modding possibilities than SEIV. I won't ask anyone to violate his/her(?) NDA, but here's hoping.....
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Old September 19th, 2005, 01:56 PM
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Default Re: Pollution Workaround

Quote:
Captain Kwok said:
The main problem is that the values for unhappiness are too large (i.e. at least 1% per facility per turn) so the population gets angry really quickly with even just 2 or 3 facilities.
You can have them build a system happiness facility with decently high priority to offset the first few negative facilities. Perhaps give space ports a 1% system happiness ability for the AI? Another option would be reduced rate production facilities that do not cause unhappiness. They should be less productive overall than normal facilities, of course. The AI could build the first two miners of this type, then a planet happiness facility, then some normal, anger-causing miners.
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