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Old September 15th, 2005, 07:17 PM
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Ed Kolis Ed Kolis is offline
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Default Re: Pollution Workaround

Ooh, good idea
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Old September 15th, 2005, 08:07 PM
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Default Re: Pollution Workaround

The main problem is that the values for unhappiness are too large (i.e. at least 1% per facility per turn) so the population gets angry really quickly with even just 2 or 3 facilities. It's not overly burdensome for players to manage, but the AI is bogged down it - even with the appropriate happiness facilities and troops queued up. It ends up that you need to use too much space for happiness facilities and it actually hurts gameplay.

The good news is that SE:V will allow for much finer tweaking and hopefully we can get a good pollution and happiness scheme going that focuses more on minor disruptions to production rather than full blown riots. I have suggested to Aaron that he allow us to use negative values that work for these sorts of things.
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Old September 19th, 2005, 01:56 PM
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Default Re: Pollution Workaround

Quote:
Captain Kwok said:
The main problem is that the values for unhappiness are too large (i.e. at least 1% per facility per turn) so the population gets angry really quickly with even just 2 or 3 facilities.
You can have them build a system happiness facility with decently high priority to offset the first few negative facilities. Perhaps give space ports a 1% system happiness ability for the AI? Another option would be reduced rate production facilities that do not cause unhappiness. They should be less productive overall than normal facilities, of course. The AI could build the first two miners of this type, then a planet happiness facility, then some normal, anger-causing miners.
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