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Old April 5th, 2002, 06:44 AM
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Default Re: Proportions Version 2.0 available

ZA:

Slave mines are a very interesting idea. would give incentive to blow off the points to get emotionless as well. As far as the cargo - you haven't found it to be problematic? Do you use fighters/drones/etc. much? Ever had an unstable star go boom? Even with 50 ships hauling @$$ I barely put a dent into it before it went boom. As far as the urban facilities go, I agree that they are quite sweet but don't you think that 70+ years for the construction of a *single* cultural center is somewhat harsh? Even trying to put enough simple cities on a world to warrant changing the colony type to "Developed World" takes longer than most other games Last.

As a side thought, is there any way for a facility to increase a planets max population. I was thinking that that would be an interesting addition for the urban facilities. It would be interesting to try to represent the "hiveworld" where people are stacked on top of each other (sometimes literally) in their arcologies and such. Don't think it can be implemented yet but one can dream.
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Old April 5th, 2002, 07:10 AM
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Default Re: Proportions Version 2.0 available

Quarian, thanks very much for the very thoughtful feedback! I didn't take it as anything hostile (au contraire), and similarly, this reply isn't meant to retaliate or argue, but to respond with how I see things, and why Proportions is as it is in 2.0.

I don't claim everything's perfect in Proportions, and really welcome all feedback from players. The feedback so far from everyone has been really super!

In the games I've played, I've found that colonies are extremely important to gaining a decisive advantage in Proportions, but that they are not entirely essential and dominating, the way they are in the standard game. I haven't done huge amounts of testing or analysis, but so far I've liked the effects. By using population transports and a lot of patience, I find that the gains from developing colonies over a few years has a very marked effect on the strength of an empire, just in terms of research, intelligence and production. It is also essential to develop military strength, through defensive ground bases, no-maintenance shipyards, resupply depots, and places to put auxiliary colonies to assist the homeworld (since you wouldn't want to scrap cultural centers).

For cargo capacity, yes I reduced them because I didn't want transports to be able to carry 15 million people per ship, but also to because I like the effect of needing to build a large number of ships in order to move a huge amount of stuff. I don't how in the standard game, a single transport can carry more troops and weapon platforms than you can even fit on a planet. In Proportions, a massive exodus or invasion fleet will hopefully require at least several transports, and not just one high tech one. To me, it increases the interestingness of the problem of moving vast amounts of stuff around, and of concealing and protecting those movements.

It is a bit extreme when there is a crisis such as a core instability or even a plague, and maybe it should be tweaked, but so far I've mainly found it more interesting.

quote:

Lowering the effectiveness of virtually all facilities - double ouch. You've already ensured that colonies will develop at an extremely slow pace with the pop size (reducing the effectiveness of pop transports) and lowered reproduction/construction rate. Why do colonies have to work so hard and so long to produce something so worthless? A huge breathable planet with all 25 facility slots filled with research center I's (a herculean task in and of itself) only produces 2500 research points. That is virtually nothing compared to all of the work that went into it.



I disagree. 2500 research points isn't much in standard SE4, but in Proportions, it is a major advantage. A typical Proportions homeworld starts with about 16,000 research points. 2,500 more is a 15.6% increase, which is a huge advantage over an empire that sits at home. Also, it's not all that Herculean a task - it just takes patience. It doesn't cost much more than doing it in the standard game - it just takes longer, depending on the amount of population and construction facilities you manage to assemble on the colony. Two points about why this makes sense, outside of a balance concept:

1) In Proportions, not all facilities are considered to represent the same size. A Cultural Center represents something like several space-age nations. A research center represents a single major research complex, and whatever infrastructure is necessary to keep it operating on that other planet. Look at the difference in cost between the urban facilities and the quick & dirty standard facilities. A city costs a lot more than a facility, and takes a considerable time to build, but has the output of several facilities. The challenges of building a colony on an undeveloped alien planet, that will have a positive output rather than a massive net expense, are almost not represented in the game - I try to factor them in via the population curve.

2) The SE4 mechanic of research being additive (two labs research the same problem twice as fast as one) and also serial and flexible (players can concentrate an entire empire's research on one project, with no delay to switch projects), seem incorrect to me. The small research output of colony facilities is my abstract way of reducing this effect. It's imperfect, but in most cases I think it works rather well.


quote:

This, more than anything else, seems to nullify the usefullness of colonies. I can understand the core concept of making colonies less important but this can easily be accomplished without completely marginalizing them. Lower the value of facilities, yes. But lowering them by over 80%?


I don't think they're marginal at all. As you showed, a SINGLE colony can give your empire a 16% research advantage, without even bothering to build a single city. Given that Proportions empires start out quite strong, 16% is a lot, and of course, dominating players still probably won't hole up with only one planet - it would be a major disadvantage to do so. Not immediately, but with patience, they can still make themselves several times as strong as empires that don't colonize. It just takes a lot longer.

quote:

I was playing a game with v1.53(I think) that got up to @ 360 turns and there was no appreciable change in score other than for the occasional capture/glassing of a homeworld.



I'd really like to see your saved game, so I can see how it developed and what example you're commenting on. It's seemed to me in my test games that the colonies I developed were, after a few years anyway, making a very signifigant contribution to my production, research, and intelligence, not to mention my ship deployment range, territorial control, and so on.


quote:

There was a reason the British were so powerful in the 19th century, they had many non-useless colonies that reaped actual benefits for their homeland. Also the loss of said colonies (the U.S. comes to mind, those damn anarcy Groups...) dealt a severe blow to the British empire, not as severe as losing Britain itself, but it was important nonetheless.


Yes of course, but when were those colonies established? The 17th century. They didn't start to be a major advantage for quite a while. This sort of thinking went into the numbers in Proportions. I thought - how long should it take to replace the benefits to an enpire of an entire civilization - the combined resources and (physical, intellectual, cultural, etc) of say, a significant part of Europe. 100 years? Sounds quick, to me, but that's where the base rate for a cultural center comes from. Now how long would it take to duplicate that on another uninhabited alien planet, by means of ferrying space ships over there? Quite a while...

quote:

The second problem is with units. It seems that fighters have been crippled. You have both lowered the damage that fighter weapons can inflict and lowered the number of fighters that can be put into combat at any given time (by lowering the capacity of cargo components). They might have survived one change but not both. Their only useful purpose now seems to be as planetary defense. Planets are now the only place that enough fighters can be stored to make them effective in combat. Granted, they are hard to hit, but that has always been the case (and is what PD and sensors are for).



I can see how you might think so, but run more tests and give me examples if you still think so after running those tests. In my tests, I discovered the weapon strength changes were pretty much necessary to prevent fighters from being way too strong against ships, in human vs. human play. Fighters in Proportions 2.0 are a lot harder to hit with ships than they are in standard SE4. Most fighter weapons are quite weak, yes, but take a dozen or two fighters against a cruiser or two, and you will see that without some serious PD, the cruisers will have a hard time killing many fighters, and depending on the cruisers' defenses and other specifics, they will probably get hurt, and maybe really shot up or destroyed. There are also several fighter weapons that are specialized for anti-ship attack, and for these, their targets had better have good PD and/or fighter support. Most fighter weapons are good against light targets and other fighters. Fighters with anti-ship weapons will tend to be very vulnerable to fighters with lighter weapons.

Anyway, in the tests I did, I was finally pretty happy with the results. I think fighters now can be very effective, even decisive. They can be countered and defended against, though, without the standard set's problem of getting totally shredded by PDC. The change to make most fighter weapons weak relatively weak against heavy ships is entirely intentional, though. Try a rocket pod or torpedo on your fighters, though, and they are a real threat to ships, but become vulnerable to enemy fighters.

As for troops, there are two main reasons why I made them so tough:

1) To make ground invasion a very useful, and sometimes necessary, course of action to capture a planet. My understanding of the current mechanic is that actually, the weakest unit on a planet is the one that gets destroyed first. With weaker troops, they get shot off before weapon platforms. Also, the whole idea of being able to shoot all defenders off a planet from space in a month, may or may not be wrong depending on your science fiction, but in any case makes defensive troops relatively useless, as the tactical AI can and will shoot until there are no defenders left, and then land troops. That makes land warfare nearly obsolete. The only way I see to make it so that troops can survive a bombardment from space, is to make them tough (since to-hit mods have no effects on planet-based units). Precedent on Earth - artillery and air strikes never conquer ground, or eliminate ground forces completely.

2) Due to the way ground combat currently works, this was the only workingway I found to achieve my desired state where infantry is generally cheap and takes a lot of time/effort to eliminate, and yes, to prolong combat so that conquering an entire planet would often take more than one quick shoot-out, and could Last for several turns, with players potentially dropping in reinforcements. Precedent on Earth - no army has ever conquered the whole planet, and rarely an entire continent, and such wars generally have taken years. Besides, this is an interesting and different state of affairs, makes troops more interesting and useful, and is something that several players have asked for.

You are right though that the side effect is undesired, that troops end up being a kind of very powerful planetary shield. I blame the current limitations of the SE3 engine, and hope for future patches to make a change possible that will allow me to still achieve my two design goals, above, and yet not have this side effect. Meanwhile, I think the side-effect does have work-arounds, besides invasion, for those genocidal maniacs who refuse to use troops and want to exterminate alien civilians without mercy, or whatever: Planetary weapons, or fighters, or prolonged bombardment. However, after all the planets that are routinely glassed every day by lazy players of the standard game, and all the planets that are "accidentally" glassed by the AI, I don't have a lot of sympathy for those wanting to be able to more easily glass planets.

In defense of the ability of troops to absorb more than weapon platforms, there is a rationalization that weapon plats are large conspicuous installations, while troops aren't literally stronger, but are much better at hiding from bombardment. This frames the problem as more of an AI limitation than anything - the ships always try to soften up troops, rather than massacreing civillians.

In sum, ideally, yes, troops would not have this ability to shield a planet from glassing, but achieving my goals 1 and 2 are worth it to me, and I don't know of another working mechanic to achieve these with the current game. Of course, players are free to mod these things down to suit their own (genocidal ) tastes.

Agh! Thanks for finding the Heavy Ship Mount typo - that's a big one that I'm surprised I didn't notice before. Both the cost and the size are wrong, although actually, the way it was wouldn't be completely bad - it wasn't a good use of space, but it was efficient in price. But it WAS a typo, on both the cost and size lines. It should read:

Long Name := Heavy Ship Mount
Short Name := Heavy Mount
Description := Heavy sized weapon mount which increases damage from the weapon by 3 times. Requires a vehicle size of at least 800kT. Can only be used on Direct Fire weapons. -10 to hit with.
Code := H
Cost Percent := 400
Tonnage Percent := 200
Tonnage Structure Percent := 300
Damage Percent := 300
Supply Percent := 400
Range Modifier := 0
Weapon To Hit Modifier := -10
Vehicle Size Minimum := 800
Weapon Type Requirement := Direct Fire
Vehicle Type := Ship


As for the title of Foundations mod, no, I wasn't thinking of Asimov, but rather of the mod's design goals, which are to make everything require a lot more development of foundations to achieve. You can see this in Proportions for the things it changes - many things require a lot more time and work and prerequisites to build up. Foundations applies that sort of thinking to the tech tree, with a lot of prereqs and multiple requirements and general sciences and basic low-tech equipment and stuff.

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Old April 5th, 2002, 08:18 AM

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Default Re: Proportions Version 2.0 available

"One hard thing about adding or altering tech areas, though, is that it requires manual (or SJ AI modder assisted) changes to ALL of the AI files if you want the AI to be able to research and use your new techs levels."

Yes, this is a pain. Then again, so are multilayered components..UG. 500 torpedo variations, anyone?

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Old April 5th, 2002, 10:58 AM
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Default Re: Proportions Version 2.0 available

PvK:

Just wondering, how long are your usual games anyway?

You advise patience, and I do understand this, I tend to go for the long haul myself, but have you ever actually built a colony cultural center? Ye Gods man! If you have done so you must have the enlightened patience of the Buddha himself!

As far as 100 years being a barely reasonable time frame for industrialization I must disagree. That may be somewhat accurate for a pre-industrial tech level but the more advanced things get, the faster they happen. It may have taken the states @100 years to reach viability and break away from its parent, but it only took Russia 40 years to go from a virtually fuedal state to a cold war superpower, and it has only taken India a little over a decade or so of foreign aid to get to the point of aquiring nuclear capability. That is a lot of development in an extrenely short period of time that just got shorter with the improvement of tech (among other things).

Also, if you want to take the states/colony analogy a little further you would have to factor in the initial -90% construction rate for low population that gradually increased through reproduction and immigration (and there wasn't any fleet of large starliners shuttling people either). And to be fair you would have to include in that 100 years all the time spent as little more than an organics farming facility (perhaps with some minerals thrown in). Overall it would take far less than a century to construct an equivalent cultural center in an area with a more dense starting population or similarly advanced neighbors (ie. lower consruction penalties).

What I'm trying to say here is that while development of a colony world should be difficult it would be nice if it were actually a realistic possibility. And I'm not talking about filling it up with cultural centers either. For a large breathable colony world with a pop of 500 (a somewhat reasonable goal with -17% to construction), level one shipyard, and no other racial or cultural SY bonuses to fill all 20 slots with cities it would take @480game turns. And that is just for basic cities. To do the same with metropoli (is that the plural?) would take over 1200 game turns. Which, by the way, is the time it would take to make a single cultural center(!). Checking my current game, using a race with severe SY bonuses it would take over 700 turns to replace a single cultural center on my homeworld!

It seems as though you are thinking of colonies as space based extensions of the wild west with prospectors and uneducated settlers trying to eke out an existence and barely able to get ahead. This isn't the case with colonies. These are going to be populated by trained, driven individuals (slackers aren't likely to leave the soft comforts of their home planet) who arive with all the benefits (if not the resources) of the advanced technology of their homeworld.

Even if the cost of cultural centers was dropped to 400k it would still not even come near to overshadowing a homeworld. On a colony with 1000 pop (no SY penalty) it would take 200 turns to produce just one. And even a couple out there spread among your best colonies would be a nice little trophy, letting the unwashed masses of alien rabble know that you are indeed bringing civilization to the galaxy .To fill a large world would take 4000 turns, and if you have the patience for that you are a far more dedicated gamer than I (or are perhaps in some form of coma that allows you to hit the end turn button over and over...).

I'm not saying that anything should be made easy (that would be no fun) but as it is, the keenest of facilities, the cultural center, is just unattainable eye candy.

By the way, why did you remove the ship yard bonuses from the cultural centers? I thought that that was a really interesting idea, further emphasizing the importance of a homeworld (and ensuring that the AI had a couple hundred defense satelites in orbit by turn 3 ).

P.S. for the cargo thing, I do not consider a fleet of 89 massive starliners to be a single high tech ship, just a more realistic alternative for planetary evacuation/transport than the 300+ ship fleet that would otherwise be needed for the same job (and those were under some pretty optimal conditions).
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Old April 5th, 2002, 01:23 PM
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by PvK:
My understanding of the current mechanic is that actually, the weakest unit on a planet is the one that gets destroyed first. With weaker troops, they get shot off before weapon platforms.


Is it ? This would not be consistent with ship components to be hit chances. The higher the resistance the more chance to get hit, that is what your changes to the standard and emissive armor is about, isn't it? I have tried to destroy the basic life supports (1kT) in a starliner, it was almost impossible because of the more resistant components which always have been destroyed first.
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Old April 5th, 2002, 04:19 PM
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by PsychoTechFreak:
Is it ? This would not be consistent with ship components to be hit chances.


PvK is right, the smallest unit gets destroyed first. Always.
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Old April 5th, 2002, 06:48 PM
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Default Re: Proportions Version 2.0 available

Yes, but Damage Resistance is the important point regarding this issue:

Name := Basic Life Support
Description := Mechanical means to generate a livable atmosphere on a starship. This system is not built for compactness, or to withstand battle damage, but is less difficult to manufacture.
Pic Num := 5
Tonnage Space Taken := 15
Tonnage Structure := 1

This component is extremely hard to hit. And if I carry over this idea to the proportions troops, with an extremely higher damage resistance, they would be easier to hit than they have been before.
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