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  #1  
Old September 9th, 2007, 06:24 AM
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Default Re: Small Mod Experiment

How about something like the heavy foot of gouverment similar to MoO3. An increasing empire will need to get more and more buerocraty, decreasing your overall effience by a certain amount for each system occupied (i.e. - 0.5 % income for each system after the 6th or what). You can do researches or something to lower the malus.
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Old September 11th, 2007, 12:21 AM
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Default Re: Small Mod Experiment

Quote:
Ragnarok-X said:
How about something like the heavy foot of gouverment similar to MoO3. An increasing empire will need to get more and more buerocraty, decreasing your overall effience by a certain amount for each system occupied (i.e. - 0.5 % income for each system after the 6th or what). You can do researches or something to lower the malus.
That was one of the single most annoying aspects of MoO3. Sure, it never accounted for much of anything, but it got irritating enough to be noticeable. Then, you could just reset it by changing governments and changing back on your next turn. Yeah, that game was silly...

I think that would be possible by putting it into a variable on every building's maintenance equation. As in, call for the number of planets in the empire and alter the maintenance based on that. A really basic version...

Code:
(main maintenance formula) * 
(1+(get_empire_colonized_percent_of_map/100))



In that case, you would get a 1% increase in maintenance for every 1% of the map you controlled. This can be modified for extra flavor, such as adding a tech that reduces this problem.

Code:
(main maintenance formula) * 
(1+((get_empire_colonized_percent_of_map/100)*(100/(100-get_empire_tech_level("Steamlined Government"))))



With some mathematical magic, you can make it even more crazy. If you just change that 100, it goes from being a straight percent to more increase. If you make it 50, for example, you would end up doubling your maintenance when you controlled 50% of the map. You could also make it exponential or whatever if you so desired. That's a bit sadistic, but it WOULD prevent somebody from conquering the universe on turn 30.

As for a faster-increasing version...

researches or something to lower the malus.

[/quote]

That was one of the single most annoying aspects of MoO3. Sure, it never accounted for much of anything, but it got irritating enough to be noticeable. Then, you could just reset it by changing governments and changing back on your next turn. Yeah, that game was silly...

I think that would be possible by putting it into a variable on every building's maintenance equation. As in, call for the number of planets in the empire and alter the maintenance based on that. A really basic version...

Code:
(main maintenance formula) * (get_empire_colonized_percent_of_map/5)



Your maintenance would double at 5%, triple at 10%, and so far.

edit: line breaks added
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Old September 11th, 2007, 12:25 AM
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Default Re: Small Mod Experiment

The maintenance functions are part of the game exe.
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Old September 11th, 2007, 12:31 AM
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Default Re: Small Mod Experiment

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Fyron said:
The maintenance functions are part of the game exe.
Er, I meant like...in a maintenance modification ability. This idea had me...well, over-zealous.

Actually, now that I think about it...if you put it in a government type as an ability there, you can change it depending on the government. Neat.

I think I'm on to something...
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Old September 11th, 2007, 02:01 PM
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Default Re: Small Mod Experiment

Could you please add some line breaks in the code tags you used? They are breaking they page formatting. Thanks.

Sadly, I don't think there is a function to return the empire's government type available to facilities. I may be wrong, but I don't recall seeing anything in the past. There is an unused "Government Center" ability, but that's about it.
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Old September 11th, 2007, 03:31 PM
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Default Re: Small Mod Experiment

Yeah, that would've been cool for a MOO2-based mod, where the government types had all sorts of cool bonuses and stuff.
Of course, nothing's stopping you from redoing all the government types as racial traits!
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Old September 11th, 2007, 06:14 PM

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Default Re: Small Mod Experiment

There may be indirect ways to get these effects, though. You can access quite a bit of information about empires through functions in Facilities and Components formulas. The cost or performance of the facilities and components themselves could thus be adjusted in ways influenced by tech level or even (perhaps) empire size. But it would be awfully tedious to have to keep re-editing all those formulas as you tweaked your mod balance.
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Old September 13th, 2007, 05:12 AM
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Default Re: Small Mod Experiment

Quote:
Fyron said:
Could you please add some line breaks in the code tags you used? They are breaking they page formatting. Thanks.

Sadly, I don't think there is a function to return the empire's government type available to facilities. I may be wrong, but I don't recall seeing anything in the past. There is an unused "Government Center" ability, but that's about it.
I added line breaks. Yeah, table breaking ain't cool.

That would end up needing to be a call in the government's abilities with another funny ability there. I do hope they can stack that way but I haven't tested it myself yet.

Of course, there is also the possibility of having racial traits for the governments allowable, depending on the race's attitudes and all. Base them off of empire_has_racial_trait and give specific technologies based on the racial traits.
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