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January 29th, 2002, 10:06 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Colony ships, for sale cheap!
quote: Originally posted by Val:
Just started catching up on this thread, can't wait to try the proportions Mod on Gold, sounds incredible! Have you seen the pop curve that SJ had modded for the B5 mod?
Thanks Val!
I don't think I've seen SJ's B5 pop curve. The Proportions one has 59 categories, 37 of which are below 1 billion.
PvK
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January 30th, 2002, 12:43 AM
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Corporal
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Re: Colony ships, for sale cheap!
quote: Originally posted by PvK:
Hmmmm, worth trying to see if it can work - have you tested it yet?
Even if it does work, master computers obviate the need for crew quarters, so some fiddling might need to be done, at least, to compensate.
PvK
no this was first thing that come to my... hmmm... brain (this was unusable thing inside my skull right?) when i see your idea 
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March 14th, 2002, 11:25 AM
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Private
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Re: Colony ships, for sale cheap!
I love all the ideas for adjusted populations and reproduction etc... But has anyone figured out how to add maintenance costs to facilities so that a larger empire can't necessarily overpower a smaller empire in research and intel? A maintenace cost would force them to be more selective about what they build and would prevent large empires from filling up 20 planets with research facilities and running up the tech tree then wiping out smaller empires. Tech leakage would be another concept but I think that would have to be hardcoded.
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March 15th, 2002, 02:08 AM
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Re: Colony ships, for sale cheap!
How about this, Home planet generally starts at 2000m pop. Assume that that is the base 100% production setting then modify down 2% per 50 pop and up 1% per 50 to maximum of 500%. This works out to a maximum pop on huge world being at 220%(if my math is right). Now the question. Am I correct in assuming that the pop modifiers in setting are % values? So if I set one to 10 then they will build at ten percent....correct?
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March 15th, 2002, 02:09 AM
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National Security Advisor
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Re: Colony ships, for sale cheap!
True maintenance costs for facilities would also have to be hardcoded, but it might be possible for the research and intel facilities to generate negative resources each turn without a hardcode change. If the game engine will accept negative values for those abilities as it does for others. I have never tried it. It would take some tweaking to get the numbers right, but that would reflect ongoing costs of research and intel, beyond just building of the buildings.
Geoschmo
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March 14th, 2002, 11:34 PM
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Captain
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Re: Colony ships, for sale cheap!
Maintenance costs for facilities: They need power and water and periodic upkeep. And the workers like to be paid for their efforts. Even scientists. 
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March 15th, 2002, 02:25 AM
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National Security Advisor
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Re: Colony ships, for sale cheap!
quote: Originally posted by Rlaney:
How about this, Home planet generally starts at 2000m pop. Assume that that is the base 100% production setting then modify down 2% per 50 pop and up 1% per 50 to maximum of 500%. This works out to a maximum pop on huge world being at 220%(if my math is right). Now the question. Am I correct in assuming that the pop modifiers in setting are % values? So if I set one to 10 then they will build at ten percent....correct?
Yes, you can mod it to work this way if you like. Yes, that is how the pop modifiers work - they are in percentages.
PvK
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