.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old April 17th, 2001, 01:09 AM

serpwidgets serpwidgets is offline
Private
 
Join Date: Apr 2001
Location: Denver, CO, USA
Posts: 37
Thanks: 0
Thanked 0 Times in 0 Posts
serpwidgets is on a distinguished road
Default Re: Life is cheap!

I've got one planet that is at 33% per year. Using the "rule of 72" that means it's nearly doubling every 2 years. At a "meager" 24% (most of my planets are better than that) it will double every 3 years.

With 4000M population producing over 100 colonists per turn, you can easily fill up another breathable planet in only a year or two. For example, say your homeworld is large, and there's another large breathable in the same system. Once you colonize and have a transport, you can quickly split the population in half between the two and with the magic of compound interest end up with 8000M population by about turn 30 (year 3.0)

That seems a bit fast, especially considering I very rarely have any colonies that aren't maxed out on population within a few turns. If dropping the growth rate isn't a fix, then maybe making the colonists a heavier cargo item as was suggested would help.

I was wondering, too, does a racial reproduction bonus of 10% multiply your rate by 1.1 (10% becomes 11%), or does it add a flat 10% to the rate (10% becomes 20%)
Reply With Quote
  #2  
Old April 17th, 2001, 01:09 AM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default Re: Life is cheap!

The reproduction rate seems pretty good to me. What I think would be neat, if possible, is a penalty for overpopulation. If you were within a certain percentage of your max population you would lose production/happiness due to overcrowding.
Reply With Quote
  #3  
Old April 16th, 2001, 04:59 PM

Oggy ben Doggy Oggy ben Doggy is offline
Corporal
 
Join Date: Mar 2001
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
Oggy ben Doggy is on a distinguished road
Default Re: Life is cheap!

quote:
Originally posted by Nitram Draw:
The reproduction rate seems pretty good to me. What I think would be neat, if possible, is a penalty for overpopulation. If you were within a certain percentage of your max population you would lose production/happiness due to overcrowding.


I like that idea. It gives you more incentive to expand.

Reply With Quote
  #4  
Old April 16th, 2001, 06:18 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Life is cheap!

quote:
The reproduction rate seems pretty good to me. What I think would be neat, if possible, is a penalty for overpopulation. If you were within a certain percentage of your max population you would lose production/happiness due to overcrowding

Seems to me that would be an incentive to dump people into space.
Reply With Quote
  #5  
Old April 16th, 2001, 07:06 PM

nerfman nerfman is offline
Sergeant
 
Join Date: Aug 2000
Location: Greenville, SC
Posts: 377
Thanks: 0
Thanked 0 Times in 0 Posts
nerfman is on a distinguished road
Default Re: Life is cheap!

A few points here:

1) While maybe not completely realistic, I think the rates of growth allow for noticable expansion during the game while still requiring a player to defend his population base.

2) The amount of people that can be fit into cargo is a bit crazy though. When I can get the entire population of Texas into a single transport ship I think things are getting a bit kooky. I would like to be able to change the amount of people that can be placed on a ship.

3) On a similiar note, I think that colony ships are too easy to build early in the game. Maybe its just my old MOOII days, but starting another major colony should require a little more effort.

4) What would be really cool is if population increase was based on a Malthus curve. Basically it exponentially approached zero at either end of the extreme (no population or max). This makes sense because there is very low birth rates in either case. In the middle region, growth would be at a maximum. This would make population growth a function of current capacity and would require players to try and balance populations out so that they have more "elbow room." Planets that are around 50% full would have the highest growth. Of course the actual rate would be modified by the racial and planet modifiers. In the end though, the player who manages their colonization efforts will get the best growth which makes more sense.
Reply With Quote
  #6  
Old April 16th, 2001, 08:14 PM

Nitram Draw Nitram Draw is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
Nitram Draw is on a distinguished road
Default Re: Life is cheap!

Maybe you could gain production and lose happiness as your population got closer to max. This way you have something to lose/gain either way.
Reply With Quote
  #7  
Old April 16th, 2001, 09:20 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Life is cheap!

I think the reproduction rate is fine the way it is, but a slight increase would be better. The thing we need for populations to not be so 'cheap' is to have greater consequences for icing a planet's population. If, for example, we had a Mars colony, and the Martian government decided to dump large ammounts of people into deep space, I'm sure the population of Earth, unless they really hated the Martians for some reason, would become very unhappy with the government of Mars.
__________________
Ken vs. The City

-Km :�
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:54 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.