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Old October 7th, 2002, 09:02 PM

Aub Aub is offline
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Default Re: Proportions and Facilities

Quote:
Originally posted by PvK:
...I only have to consider maybe 2-3 empty construction queues per turn, while in my standard games, I often have dozens to think about each turn.
Hmm, right, but in the original SEIV, you can queue things up for years ahead since the choice is really straightforward.

Quote:

2) It may be because I'm so familiar with the facility values in Proportions, and have set up some spreadsheets as I designed and balanced them, but to me the facility choices don't seem all that complicated.
Ok, ok, I admit, I just don't feel comfortable with this system - maybe I don't understand how to deal with it! Could someone tell me what a usual development path for a colony world would look like?

Let's suppose I build a bunch of lowest-level cities first, say, 15 or 20 - now upgrading them all is a very bold move as it will take forever to complete... So I need to build two-three of them, and then I upgrade these to the next level, right? What about the level after that - it again takes forever! Also, as soon as I reasearch the third level, upgrading to the second level is not available for other worlds, so I need to be very careful with that. Hmm. I feel like I'm solving a puzzle, and this puzzle does not really belong to SEIV. It feels somewhat artificial, doesn't it?

Quote:


3) Maybe there's a way, but offhand I think it might not be possible to give the homeworld 500 facility slots, without giving all breathable planets 500 facility slots...
That's OK - in Proportions, any breathable world can anyway be developed ad infinum - bringing it even to half the strength of a homeworld takes forever.

Thanks for listening me out -- Aub
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Old October 8th, 2002, 11:36 AM
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Default Re: Proportions and Facilities

One of the main intents of Proportions mod is to make most decisions more interesting, particularly in areas where the standard set offers clear choices. There are new kinds of choices and trade-offs, with many valid decisions, in many areas of play, including facility choice. I think that's a lot of fun and more interesting, because you can choose how to develop a planet, how much, in what way, etc. Colonies end up having more personality that way, and the whole process seems more interesting.

It's certainly true that not all players want facility choices to be more interesting.

I think I already describes a typical way to build a production colony that is efficient, below. Again:

1) Move population there, hopefully 10M or more, but not necessarily more than about 50M.

2) Fill up, minus or two slots, on the smallest available facility of the desired type. E.g. Mineral Mine I, Research Facility I.

3) Build a Construction Yard, at least, if you have a construction bonus and/or Hardy Industrialist, or have a higher tech in construction yards. If you don't want immediate return, it may be more efficient in the long run to build the contstruction yard first.

4) Scrap one facility at a time and build complex-sized facilities, or cities or minor cities.

5) Consider researching other techs that give better facilities, or bonus facilities, such as computers, etc.

However, you may want to just do steps 1) and 2). That is, you can do quite well with standard SE4 colony facilities, IF you can expand to a bunch of planets and defend them all. The main reasons to intensify development on single planets are that often it's difficult to get a whole lot of colonies before running into aliens, and the difficulty of transporting population over large distances.

Also, military colonies are important. Build resupply depot + construction yard, and dump units on at least one planet in each system you want to have a strong presence in.

That's the quick course. Trying to build big cities and so on is actually gravy - you can probably do fine without worrying about how well you are doing it, because it's a long-term thing. If you're more interested in other aspects of play, it's not all that important, unless you're trying to win a peaceful long-term economic strategy.

Quote:
Originally posted by Aub:
quote:
Originally posted by PvK:
...I only have to consider maybe 2-3 empty construction queues per turn, while in my standard games, I often have dozens to think about each turn.
Hmm, right, but in the original SEIV, you can queue things up for years ahead since the choice is really straightforward.

Quote:

2) It may be because I'm so familiar with the facility values in Proportions, and have set up some spreadsheets as I designed and balanced them, but to me the facility choices don't seem all that complicated.
Ok, ok, I admit, I just don't feel comfortable with this system - maybe I don't understand how to deal with it! Could someone tell me what a usual development path for a colony world would look like?

Let's suppose I build a bunch of lowest-level cities first, say, 15 or 20 - now upgrading them all is a very bold move as it will take forever to complete... So I need to build two-three of them, and then I upgrade these to the next level, right? What about the level after that - it again takes forever! Also, as soon as I reasearch the third level, upgrading to the second level is not available for other worlds, so I need to be very careful with that. Hmm. I feel like I'm solving a puzzle, and this puzzle does not really belong to SEIV. It feels somewhat artificial, doesn't it?

Your point about a planet with 15 to 20 cities is valid, but in practice, that takes a huge amount of time to develop anyway, and isn't all that efficient unless you are trying to maximize single planets. At any rate, I would recommend just scrapping single cities (or more typically, smaller facilities) and replacing them, rather than trying to upgrade 15+ cities at once. The upgrades only really work well with 1 or 2 at once, because of the limits of SE4, but it doesn't really happen that often, in my experience.

Often I make planets with many non-urban facilities, and just one or two urban facilities, which I then upgrade.

PvK

Quote:


3) Maybe there's a way, but offhand I think it might not be possible to give the homeworld 500 facility slots, without giving all breathable planets 500 facility slots...
That's OK - in Proportions, any breathable world can anyway be developed ad infinum - bringing it even to half the strength of a homeworld takes forever.

Thanks for listening me out -- Aub

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  #3  
Old October 9th, 2002, 01:40 AM
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Default Re: Proportions and Facilities

I think I agree with Aub: the course you describe is far more micro-managed than a standard game of SEIV.

In a standard game, I load up the entire queue (say, 25 slots) and forget it until it's queue becomes empty. Minimum player effort required: upgrades can be handled auto-magically.

In a Proportions game, doing as you suggest requires constant tinkering. I'm all for more interesting choices, but I prefer that I only have to make data entries once!

Overall I love Proportions and it's now the normal Version of the game that I play. This doesn't mean that I think it's perfect however, and I'm sure you don't either: in my (personal) view, colony development is a chore in Proportions which I could well do without. So maybe we could look at the suggestion again, please?

Steve.
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Old October 8th, 2002, 03:59 PM
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Default Re: Proportions and Facilities

Why can't you do the same in Proportions ??
Queue 10 miners and 5 cities and your typical medium planet fill have a full queu that would serve your for 200 turns ! Press "upgrade" every time you discover mineral miner 2 and advanced city. I really do not understand the desire to remove all the charm of Proportions colony development.
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Old October 8th, 2002, 04:30 PM
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Default Re: Proportions and Facilities

I really enjoy colony development in Proportions. I hate having a hundred idenical worlds each one with 10 identical mineral miners on. BORING!

I'd much rather take the time to build a more interesting world with a minor city, a rad extractor, a space port and 2 colonial communities, and then another world with a space port city, a space yard, 3 solar rad collectors and 2 minor cities...

It makes each one unique. Gives it character. More like a living, breathing planetary community than a number in an accounting device.
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Old October 8th, 2002, 04:33 PM
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Default Re: Proportions and Facilities

Exactly. I like to play Proportions because after while I get warm feelings to my most developed planets. I even rename them individualy !
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Old October 8th, 2002, 04:36 PM

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Default Re: Proportions and Facilities

Quote:
Originally Posted by PvK:
...It's certainly true that not all players want facility choices to be more interesting...
Let me review my position. I am for ineteresting choices, but I am against the upgrade nightmare. Now, if I could upgrade each city individually and to the level I desire, I would probably be happy: it's more micro-management than I want, but it pays off in the being "more interesting".

Upgrading is, however, severely limited in SEIV, and that makes upgrade choices and timing not fun. I do not like struggling with random and artificially imposed constraints.

PvK, all scenarios you describe do not touch upgrading to higher-level facilities. You say it's "gravy"? Well, your grave has a burned taste! If it does not work, why have it there?

What I was proposing is to increase the number of available slots so that (at least 99% of the time) you don't have to upgrade, you can only add (that does not take the variety away, does it). Isn't it a logical conclusion?

(Ok, maybe 500 facility slots was an overkill. How about 125? SEIV facility screen has 64 slots on it, so it's two full screens; that's not too bad!)

Quote:
Originally Posted by oleg:
Queue 10 miners and 5 cities and your typical medium planet fill have a full queu that would serve your for 200 turns ! Press "upgrade" every time you discover mineral miner 2 and advanced city.
First, it does not work on a non-breathable world where you only have 5 facility slots max. You HAVE to plan upgrades. Now, if you queue 5 cities in there, by the time you're done you're in a tough spot since now upgrading to an advanced city will take your planet off the map for several YEARS (at least, and with no "liquidity"). And you do want those advanced cities; the first-level cities do not produce much (almost no reasearch for example). Ah, no - you are forced to solve the upgrade puzzle.

Aub
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