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April 19th, 2002, 12:04 PM
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Colonel
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Re: quick Q on population growth
brilliant, cheers Vulture B
thinking about it, after making the population a bit less mobile, I might change the cargo component of the colony module to 50kt so that it at least can still carry 3 million population. It also means that as my small transports can only carry 30 million people instead of 300 million, I will be able to save the racial points I have piled into reproduction
bugger, have just realised that I will need to pile those points into reducing maintenance to deal with all the additional transports I will need to ship population about
thinking again, the population limit for planets is not based on weight is it? if it is, then by changing the weight, I will be reducing the planetary limitations by a factor of ten!!
[ 19 April 2002: Message edited by: Growltigga ]
[ 19 April 2002: Message edited by: Growltigga ]
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April 19th, 2002, 12:24 PM
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Private
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Re: quick Q on population growth
Hello again,
for the max population per planet, the "mass change" takes no effect. In the planetsize.txt you have the max population per planet set in numbers.
Another point to pay atention to:
line 66 of the settings.txt says "Population Required to Operate One Facility := 50" so either build your facilities very slow or decrease this value.
Sending 3M people to one colony with a hypothetial growthrate of 20% and it takes you 16 turns or years (not quite sure) to have the first facility running
looks like you are into a long game
have fun
Vulture-B
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April 20th, 2002, 01:05 AM
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Colonel
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Re: quick Q on population growth
Vult, even better point
I would need to reduce that figure or ship in stacks of population to make any colony worth anything!
Hmmm, I was kind of going for a mini-Starfire related realism mod (eg I have reduced the production rate of shipyards) - I will have to think this through a lot better
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April 20th, 2002, 01:17 AM
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Lieutenant Colonel
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Re: quick Q on population growth
quote: Originally posted by Vulture-B:
line 66 of the settings.txt says "Population Required to Operate One Facility := 50"
This setting has never functioned. The popularly accepted theory is that it's one of those toys MM hasn't gotten around to implementing just yet.

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April 19th, 2002, 03:44 PM
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Major
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Re: quick Q on population growth
Actually, they did use the "population to operate each facility" setting in pre-release of standard SEIV. But the original beta testers found it too annoying, so they disabled it.
Tigga - have you looked at PvK's Proportions mod? Sounds like you're trying to do something similar, but maybe less radical...
Edit: Reread your post, and you mentioned proportions specifically. Oh well, the question still stands, are you basically attempting to tone down PvK's mod for your own game?
[ 19 April 2002: Message edited by: DirectorTsaarx ]
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April 19th, 2002, 03:50 PM
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Colonel
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Re: quick Q on population growth
Tigga - have you looked at PvK's Proportions mod?
DirectorTsaarx, do you know, I havn't even looked at one mod for SEIV in any incarnation. I have not even downloaded any shipsets from the excellent New Age Yards or the Kuat yards. I am not sure I know how and am dead ashamed
Sounds like you're trying to do something similar, but maybe less radical
Yes, you are right, everything I have heard/read about the Proportions mod indicates that it does what I am playing with albeit more so. I am trying to turn SEIVG into the Starfire computer game I always wanted, but also trying to 'slow' a few things down, such as population transfer to something which is more 'realistic' (if only in my own head)
I think renaming components as I have done so far is not going to get me all the way to where I want to be
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April 20th, 2002, 12:04 AM
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Re: quick Q on population growth
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