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January 31st, 2001, 03:33 PM
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Captain
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Re: Production Bonuses
I think production penalties are a GREAT idea. It has always bothered me that you can send over just ONE million colonists and get the same production from a planet as 99 M. Even the 5% production bonus at 100 million seems out-of-whack.
I'm still hoping that they enable the 'Minimum Population to Operate One Facility' setting so we can say that each facility requires at least 10, 20 or even 50 M colonists (as the setting currently appears in Settings.Txt)
One of the things I most dislike about this game is the lack of factories ala Moo2. If I play a heavily fighter based game, I can build a colony ship in the blink of an eye, colonize a planet and start cranking out more fighters on this brand-new practically empty planet than I can on space yard ship or on a space yard base ship--OR even on an established colony that has a HUGE population in comparision. To me, this is majorly out of whack.
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January 31st, 2001, 05:34 PM
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Major
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Re: Production Bonuses
Uh, raynor; first, a ship-based space yard should probably be less capable than a planet space yard, due to the limited space, effort in transporting supplies back and forth, etc. Now, I think space yards on BASES should be better than space yards on a ship; but I'm not willing to accept that a base space yard should be better than a planetary space yard. And finally, the only way I know that a small planet can outbuild a large planet is when the small planet has a planetary space yard facility and the large planet does not. And even then, if it's a sufficiently large population, it may still outbuild the small planet. example: base is 2000 of each resource for planet without space yard. Space Yard I facility builds at 2500 of each resource per turn. A planet with 1M to 99M people and a SY facility would build at 2500 each per turn (neglecting happiness bonuses and racial bonuses, for simplicity). A planet with 3B to 4B people will build at 2600 of each resource per turn. So the SY facility makes up for those 3B to 4B people.
Now, that seems like a huge number, but have you ever tried building a car in your own garage vs. having it built in a factory designed to build cars?
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February 1st, 2001, 02:38 AM
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Captain
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Re: Production Bonuses
DirectorTsaarx,
Uh, you missed the Moo2 part.
A brand new colony with 1 M people produces at exactly the same rate as a sphereworld with a SY III and 32 B people....
My comments and the one above were in the context of a comparison to MOO2 in which a colony maxed out with factories outproduces a brand new colony by a factor of at least twenty to one.
But MOO2 and SEIV are two very different games. Check out the other topic I started titled: Production Based vs. Resource Based games.
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February 1st, 2001, 02:49 AM
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General
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Re: Production Bonuses
Now the solution to this one is simple and within our power. You edit settings.txt and REDUCE the default planetary production rates, then edit your population bonuses to boost those reduced rates to what you want at those levels.
Empire Base Planet Mineral Usage Rate := 2000
Empire Base Planet Organic Usage Rate := 2000
Empire Base Planet Radioactive Usage Rate := 2000
Don't like 2000 for each? Set them to 1000.
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February 1st, 2001, 04:39 PM
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Sergeant
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Re: Production Bonuses
quote: Originally posted by raynor:
DirectorTsaarx,
A brand new colony with 1 M people produces at exactly the same rate as a sphereworld with a SY III and 32 B people....
Actually, the new colony would have 1/2 the contruction rate (less if you have SY bonuses), and 1/2 the production.
-Drake
[This message has been edited by Drake (edited 01 February 2001).]
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February 1st, 2001, 08:33 PM
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General
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Re: Production Bonuses
quote: Originally posted by raynor:
DirectorTsaarx,
Uh, you missed the Moo2 part. 
A brand new colony with 1 M people produces at exactly the same rate as a sphereworld with a SY III and 32 B people....
My comments and the one above were in the context of a comparison to MOO2 in which a colony maxed out with factories outproduces a brand new colony by a factor of at least twenty to one.
But MOO2 and SEIV are two very different games. Check out the other topic I started titled: Production Based vs. Resource Based games.
I don't now what settings you are using to get this result, but it's not the way things work in the default game. A SY III produces at 3000 per turn in all resources, and 32B population would give 190 percent bonus, so you'd be at nearly 6000 per turn in all three resources while a brand new colony would only be at 2000 -- the default setting.
This ratio doesn't seem very realistic, admittedly. But as I posted just a couple of Messages ago, you can edit this. The default build rate for a colony without a SY is set in the settings.txt file and so are the population bonuses. You could change the default to 1000 and then give a 200 percent bonus for a population of say 500 million so that colonies could get to the old default build rate fairly quickly. Then let the bonuses skyrocket for higher populations.
[This message has been edited by Baron Munchausen (edited 01 February 2001).]
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February 1st, 2001, 09:02 PM
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Captain
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Re: Production Bonuses
quote: Originally posted by Drake:
Actually, the new colony would have 1/2 the contruction rate (less if you have SY bonuses), and 1/2 the production.
-Drake
(edited 01 February 2001).]
You have to learn to read a message in context. The point I was trying to make is that in the context of comparing SEIV to MOO2, the differences in production are trivial and meaningless.
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