.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 June 9th, 2002, 12:51 AM

LokiOne LokiOne is offline
Private
 
Join Date: May 2002
Location: Bellevue, WA USA
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
LokiOne is on a distinguished road
Default Colony Mood and Climate

I have been playing about a week and still am unclear about the impact a colony's mood has on growth/production/loyalty/reproduction? What factors will move it upwards or downwards?

Climate control-1 changes a planet at 1% per year. How many percentage points seperate the various types of atmosphere and conditions? Is it worth trying to change the climate within the scope of a typical SE4 Gold game?
Reply With Quote
  #2  
Old June 9th, 2002, 02:20 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Colony Mood and Climate

I have been playing about a week and still am unclear about the impact a colony's mood has on growth/production/loyalty/reproduction? What factors will move it upwards or downwards?
I think happiness modifies all production (build queues and resources) by these amounts:
Riot: 0 production
Angry: 60%
Indifferent 100% (ie normal)
Happy: 110%
Jubilant: 120%

Rioting planets can break away.

I think that Happy and Jubilant might increase reproduction a little, but I am not sure.

Climate control-1 changes a planet at 1% per year. How many percentage points seperate the various types of atmosphere and conditions? Is it worth trying to change the climate within the scope of a typical SE4 Gold game?
I did an experiment on this once. Let me try and find the results...
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #3  
Old June 9th, 2002, 02:24 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: Colony Mood and Climate

Happy/Jubilant increase both production and construction by 10%/20%, respectively.
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
Reply With Quote
  #4  
Old June 9th, 2002, 03:22 AM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: Colony Mood and Climate

Mood affects reproduction as well. 2% per level, I think.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #5  
Old June 9th, 2002, 03:42 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Colony Mood and Climate

The amount that population mood affects production is settable in SETTINGS.TXT like so many other things.

To bad you cannot make individual races have different modifiers, tho....
Reply With Quote
  #6  
Old June 9th, 2002, 05:22 AM
Grandpa Kim's Avatar

Grandpa Kim Grandpa Kim is offline
Captain
 
Join Date: Jan 2002
Location: Calgary, Canada
Posts: 858
Thanks: 2
Thanked 0 Times in 0 Posts
Grandpa Kim is on a distinguished road
Default Re: Colony Mood and Climate

All moods affect both production of the three resources, research and intelligence, and reproduction. The indifferent mood is considered the norm or standard (100%)

Jubilant.... 120%
Happy...... 110%
Indifferent 100%
Unhappy.. 90%
Angry....... 80%
Rioting..... 0%

These numbers are for production. For reproduction its a little different. Again take indifferent as the norm. From there add 2 percentage points for happy and 5 for jubilant. I'm not sure about unhappy and angry, but they will be similar minuses to the above pluses. Again rioting is a fat 0% reproduction (no growth).

The moods have no affect on construction (except rioting-- no contruction at all!). Only population affects it. No minuses here, all pluses!

You can get the current pluses and minuses for any of your planets by clicking on the "Abilities" tab at the bottom of the planet window.

Actually all this is laid out in one of the moddable text files. Perhaps one of our modders could point out which one?

Kim
__________________
Those who can, do.
Those who can't, teach.
Those who can't teach, slag.

http://se4-gaming.net/
Reply With Quote
  #7  
Old June 9th, 2002, 06:13 PM

LokiOne LokiOne is offline
Private
 
Join Date: May 2002
Location: Bellevue, WA USA
Posts: 16
Thanks: 0
Thanked 0 Times in 0 Posts
LokiOne is on a distinguished road
Default Re: Colony Mood and Climate

Imperator Fyron: do you have the results of that test on climate control yet? Appreciate any assistance you can provide. I'd really liketo know how long these facilities take to improve the climate and how it impacts the colony inhabitants.
Reply With Quote
  #8  
Old June 9th, 2002, 11:11 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Colony Mood and Climate

I couldn't find it, so I started redoing the test. I don't have time to finish it. Here is what I have so far:

1023657048.txt
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #9  
Old June 10th, 2002, 05:31 AM
Krsqk's Avatar

Krsqk Krsqk is offline
Lieutenant Colonel
 
Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
Thanks: 0
Thanked 0 Times in 0 Posts
Krsqk is on a distinguished road
Default Re: Colony Mood and Climate

Quote:
Actually all this is laid out in one of the moddable text files. Perhaps one of our modders could point out which one?
Both population and mood modifiers are contained in Settings.txt.
__________________
The Unpronounceable Krsqk

"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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 07:45 AM.


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