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  #61  
Old April 4th, 2002, 04:44 PM

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Default Re: Proportions Version 2.0 available

As much as I like this mod, I wanted to include the ST races. A quick (sorta) and dirty method I used was to:

1) note the racial attributes from the unmodded Version of the races I wanted to copy.
2) create respective file folders under races in Prop 2.0 for the races I wanted to add.
3) copied the AI files from a similar race and renamed them (Jraenar = Klingon, Terran = Fed....). This allowed the shipset to be read.
4) "add new". Make the necessary racial attribute modifications. Save empire.

Realize of course that any future modifications to Props by PvK will have to be taken into account in the respective AI files for each race. It's a workaround that may be useful for those who wish to add any non-Prop-vanilla races.
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Old April 4th, 2002, 04:55 PM

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Default Re: Proportions Version 2.0 available

PvK:

I like the light missile sytems with the quicker reload times you introduced with 2.0.... nice addition that was sorely needed in the missile tech area.

Not sure if this was considered: unstable worm holes that can cause ship damage (possibly a percentage of compartments vs. a flat number) or extra supply expenditure (simulating being caught in a temporal vortex that would make subjective time pass more quickly for the affected ship(s)).
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  #63  
Old April 4th, 2002, 11:11 PM
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Default Re: Proportions Version 2.0 available

I don't think the effects you describe for wormholes are currently possible, although I did recently (unreleased 2.1) add a lot of variety to wormhole and storm effects. The best I could do though was to make the damage unpredictable without experimentation, and to make some warp points do damage to ships that camp at them (making them harder to defend).

As for AI support, ideally I will try to see if SJ can add Proportions to his automatic AI adjuster, but I think it would be a complicated proposition, mainly because of the ship design creation files.

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Old April 4th, 2002, 11:44 PM

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Default Re: Proportions Version 2.0 available

quote:
Originally posted by PvK:
I don't think the effects you describe for wormholes are currently possible, although I did recently (unreleased 2.1) add a lot of variety to wormhole and storm effects. The best I could do though was to make the damage unpredictable without experimentation, and to make some warp points do damage to ships that camp at them (making them harder to defend).

As for AI support, ideally I will try to see if SJ can add Proportions to his automatic AI adjuster, but I think it would be a complicated proposition, mainly because of the ship design creation files.

PvK



Thanks. I realize that the extent of mod-ability makes for some interesting but inconsistent variations from mod to mod. I haven't gone far enough into a Prop game yet to uncover all the wormhole changes... I did spot a greenie though.... gee, wonder what it does....
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  #65  
Old April 5th, 2002, 03:59 AM
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Default Re: Proportions Version 2.0 available

PvK:

I've been playing around with 2.0 (I had tried out earlier Versions as well) and have some questions, suggestions, etc.

First, colonies. I like the premise of the mod in regard to colonies, emphasizing the importance of homeworlds while lessening the impact of quick expansion. It seems though that you have made too many tweaks to inhibit them, to the point of nullifying their importance altogether. I'll try to make comments and point out what seem to be problems (to me) in a manner that is at least somewhat coherent.

Upping pop weight to 1000kt and increasing time to reproduce by x10 to keep colonies from quickly maxing out - nice, very effective.
Severely lowering production/construction rates based upon pop - very nice, accurately reflects the reduced capabilities of a fledgling planet, or one recovering from war, plague, famine, etc. Also adds new visciousness to food contamination and neutron bombs.
Severely lowering the capacity of all cargo components - ouch. I assume that this is another way to inhibit the development of new colonies by further restricting pop transports. I can see the logic behind it but it seems to have far reaching consequences that cause more harm than good. As for its effectiveness, lets see. A fully loaded large starliner (standard control components, engines, and the rest cargo III - 70kt capacity) will provide 4340kt of cargo space, enough for 4 pop. That same starliner filled with standard cargo III's (at 250kt each) has a capacity of 15,500kt, enough for 15 pop. Would increasing the payload by a little over 3.5 times be unbalancing? Nope. Even with a 15 pop capacity it would still take 267 trips (not turns)to populate a 4000 pop capacity planet. Even if a planet is within one turns worth of movement from your homeworld (2 sectors for ion engines, 4 sectors for quantum) it would take over 53 years for a single ship to fill it up. That is over 530 turns (!). Granted, you wouldn't have just one. Even with a fleet of 20 liners going to a planet one turn away it would still take 27 turns, not to mention the fact that you would depopulate your homeworld. This also brings to mind the dreaded possibility that your home star might become unstable and require the evacuation of your homeworld. If you were lucky enough to find a habitable world in another system that is only 10 moves away it would take a fleet of 89 starliners with standard cargo III's (and ion engines) 3 years to evacuate the planet, while if they were equipped with proportions cargo III's would require a fleet of 334 for the same job in the same time. In the first case you might be able to salvage some of your precious pop, in the second you can kiss your empire goodbye. Also, if you're looking at realism and balk at the concept of a 1450kt ship hauling cargo of over x10 its own weight, you might want to think again. Cargo haulers usually weigh only a fraction of the mass that they are designed to carry. Transport trucks are a good example, as are tug-boats and trains, and these are all without the benefit of micro-gravity.
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. 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%?

The problem that I'm trying to point out is that proportions seems to have been turned into a battle of the homeworlds, with colonies having no effect on even extremely long term games. 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. And that was with aggressive expansion using a race with replicant centers and turning entire asteroid belts into rings of breathable worlds. Even all that didn't much improve upon the capabilities of my single homeworld. While colonies shouldn't overshadow the homeworld they shouldn't be contemptible either. 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.

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).

Troops are also problematic. Why on earth did you make them so tough? 1600 for troop shields?!? Ouch. The problem is that I can't see why you did this drastic revision. To prolong troop combat? Lowering troop combat to 5 or even 3 turns (as I think was in previous Versions) is far more balanced and effective. So that there are some troops left after planetary bombardment? Troops are the Last thing to go in Gold (cargo is destroyed in this order- mines, sats, WP, troops. IIRC) and so don't need special protection to Last till the landing.

The real problem occurs when you just want to glass a world. The troop shielding provides more protection than the planetary shielding and armoured WP's combined. I recently assaulted an AI homeworld (in 2.0) and managed to bust through 17,000+ planetary shields and 60+ weapon platforms only to face 78 troops all equipped with 1600 shields apiece (that's a total of 124,800 shield points gents, and it all has to be chewed through). In the 3 turns that it took for my troop ships to get in place I only managed to take out 2 with most of my warships balzing. To add insult to injury, when I dropped the first 25 (of 150, I was expecting a long haul) large troops I took out all 76 defending troops an the militia in 3 rounds. Why you ask? Because shields are still unusable in troop combat, though I hear that this will be patched.

The point that I'm trying to make here is that mobile shield generators (and armor for that matter) mounted on ground vehicles should not be a more effective defense against bombardment than the actual planetary defenses (ie. shields and WP's). This tends to cause an unrealitic imbalance that I don't think was intended.

To end off I should mention some praise for this intriguing mod so that this doesn't sound like a rant or somesuch (which, I assure you, it is not meant to be). I like a lot of the changes you have made to the components. Turning solar sails into engines that give you supplies is beautiful and makes for an interesting alternative for those cross-galaxy hikes before warp point creation. Making quantum reactors supply storages of unholy capacity before granting unlimited fuel was quite sweet. Adding boarding defense to crew quarters is a nice idea but I thought that crew quarters already had a BD of 16. Does the additional 5 stack? The inclusion of combat bridges and incompetent master computers was a nice touch too.

For the game overall I do enjoy the leveling effect that the homeworlds have on play. Even neutrals are now worthy of long term alliances and such which is definitely a change of pace. It does make it a very different game and that is never a bad thing.

I hope that I didn't come off sounding like a disgruntled postal worker here. Please take anything I've said here with a grain of salt. I'm just trying to help a fellow modder and would hope for the same kind of feedback when I eventually get around to posting a mod or two.

P.S. I haven't seen any one mention this and I don't know if you have spotted it yet but there's a typo in the CompEnhancement list. Under heavy ship mount it has damage as x3 (as normal) while tonnage is x4. This didn't seem intentional since that trend wasn't found with any other mounts, so I changed it and started a new game since the AI kept building ineffective battleships.

P.P.S. You said that this was based on a bigger mod called foundations. Any connection to Asimov?
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  #66  
Old April 5th, 2002, 05:17 AM
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Default Re: Proportions Version 2.0 available

Ack, don't change cargo storage! The most I would suggest is adding more levels.

Quarian: I think you are wrong about the colonies value. I know I relied on my homeworld for the longest time, but eventually it is just not enough. Also I think that another thing to consider about colonies is that they can eventually become similar to your homeworld (That is the point of the smaller city centers) it just takes a lot longer. And trust me, someone can put up a fight without their homeworld. I have seen the AI move around with fleets of 20+ ships long after their homeworld has been lost. Albiet they were not the best ships in the universe, but they still pose a threat.

I've been using a facility in my games, I don't know if you would be interested in adding it to your game but here is the basic idea:
Slave Mines: Like resource generators but can be built quicker and cause a negetive happiness rate (I believe I heard that you could now use negative values in the mod. happiness perc.)
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  #67  
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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  #68  
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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  #69  
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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