|
|
|
 |

April 2nd, 2002, 04:21 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions Version 2.0 available
It slows population down by a factor of ten, in Proportions.
The way it works is, the game increases population the same way it used to, but it only does it every tenth turn (once per year). The number can be set to whatever you like, but setting it to ten seems to put the average more or less on par with industrialized humans, it seemed to me.
However, this makes a massive difference in the population growth of low-population planets! This is because SE4 rounds UP any population growth to a minimum of one million people. With the pop growth check set to 1, that means you get AT LEAST one million people per planet per turn, even if you only had one million there to begin with - that is, for a planet with one million colonists, a reproduction rate of 1000% per year (or more, considering there is no mortality rate)! In Proportions, this is still a fairly obscene 100% per year for the first year, but then it quickly tapers down in later years to 50%, 30%, 25%, 20%, 17%, etc. until it reaches the actual reproduction rate, which by the way is only 1/10th of what the game shows it as, because the display does not factor in the growth check rate from settings.txt. That is, in Proportions, if it says 10% growth per year, it's actually 1% growth per year (minimum 1 million per year).
I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.
PvK
Edit: corrected verb form, and removed mathematically dubious parenthetical comment about rate.
[ 02 April 2002: Message edited by: PvK ]
|

April 2nd, 2002, 04:45 AM
|
 |
Lieutenant General
|
|
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions Version 2.0 available
quote: Originally posted by PvK:
I figure that the minimum 1 million per year is ok, and abstractly represents either civillians arriving by their own transport, or simply the initial development of a new world and infrastructure, and not necessarily actual reproduction.
PvK
Well, population growth is a difference between birth rate and mortality. When people settle a new world, it is mostly young, healthy people with all normal human instincts. Not surprisingly, population jumps in first years.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
|

April 2nd, 2002, 04:57 AM
|
Private
|
|
Join Date: Nov 2000
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions Version 2.0 available
Every time I play this wonderful mod, I run into a situation where I get an "Integer overflow" message. Anyone have any ideas on this. I do like to play on large maps....
I do have a saved game where I can get it to happen everytime in one move....
|

April 2nd, 2002, 05:02 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions Version 2.0 available
quote: Originally posted by oleg:
Well, population growth is a difference between birth rate and mortality. When people settle a new world, it is mostly young, healthy people with all normal human instincts. Not surprisingly, population jumps in first years.
Yes, although I don't think the SE4 pop levels can be taken literally, and make sense under a critical eye. I think it only makes sense as an abstract measure of effective working population, including their equipment and the level of infrastructure and other development on the planet.
That is, even 400 years from now, I don't expect one million effective, educated citizens to become two million effective, educated citizens, in one year. That would require some amazing technology to accelerate fertilization, growth and learning (and automatic cultural brainwashing). Genetic Abuse Tech Level 12 and Cybernetic Societal Abuse Tech Level 12?
The way I see it, it's just that if you dump a bunch of colonists on an undeveloped planet, they have an immense project ahead of them to develop even enough shelter, farms and industry to keep themselves alive. The initial pop growth I see as this initial work, rather than a hyperactive breeding frenzy. If everyone got pregnant with twins immediately after landing, it would be a disaster and not a great triumph for a colony.
PvK
|

April 2nd, 2002, 05:04 AM
|
 |
National Security Advisor
|
|
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
|
|
Re: Proportions Version 2.0 available
quote: Originally posted by RabidFan:
Every time I play this wonderful mod, I run into a situation where I get an "Integer overflow" message. Anyone have any ideas on this. I do like to play on large maps....
I do have a saved game where I can get it to happen everytime in one move....
Please send me the saved game. I think it may be from the AI building a scad of units, and this error may have been fixed in Gold 1.65.
PvK
|

April 2nd, 2002, 08:58 AM
|
Private
|
|
Join Date: Mar 2002
Posts: 4
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Proportions Version 2.0 available
Simply remarkable Mod PvK. one of the finest I've played.
I am having a little problem with 2.0 at the moment however. Maybe I've run into a bug...
In any event, it's with the ECM component. No matter how high I research combat support, the availible ECM component remains at level "1a". I mean, it keeps telling me after I've researched to a new level that ECM II etc. is availible, but when I go to upgrade or add the component, it's perpetually "1a"...?
- Cornelius Scarecrow esq.
__________________
Jikan wa mo nai...
|

April 2nd, 2002, 09:07 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Proportions Version 2.0 available
Sounds like a family component/placement problem in the data file.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|