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  #11  
Old March 27th, 2003, 06:44 PM

Stone Mill Stone Mill is offline
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Default Re: Colony Management

I actually use the construction window for this. Select "facilities" button. When I see a planet is full, I manually find it and build the facility.
This doesn't bug me too much because I implement them when I reach the tech... and I bang most of them out in the same time period, on my larger worlds first.
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  #12  
Old March 27th, 2003, 07:44 PM
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Default Re: Colony Management

Alright. I've taken in what most people have been saying, and what I gather, is that some people think that this is perhaps a necessary evil when it comes to 4x games of grand scale. I think it could be simplified, though.

Numerous facilities of the same type on a planet, I find, creates more of a micromanagement burden than it does a "fun" strategic element.

My idea, is to change all facilities so that there's only one allowed per planet. Up the resource cost on each. At least I could rest easy on the fact that I don't have to sit on a calc app for an hour, clicking, literally hundreds of times, scrapping, building new facilities, just to squeeze out, what I'm confident, is 100% efficiency.

100% efficiency should be attainable through in game cost; not how much time you want to spend with a mind numbing click fest. It deters the player from taking on epic granduer campaigns spanning many star systems.

So, up the cost on facilities such as extractors, research centers, intelligence centers, make all facilities 1 per planet, associate a maintenance cost for each. I've never modded SE before, but I think the game is probably worth the effort.

So much solid game dynamics, yet such a glaring and rediculous hole.

EDIT: In addition to proposed changes, perhaps even have no limit to the number of facilities. To compensate for the obvious devaluement of planet size at this point, I could place more of an beneficiary emphasis on a large planet population.

[ March 27, 2003, 17:46: Message edited by: Litcube ]
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  #13  
Old March 27th, 2003, 08:50 PM
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Fyron Fyron is offline
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Default Re: Colony Management

That is a lot of unnecessary work. Just research level 3 computers and add robotoids to all planets that have 4 or more of the relevant facility types. Say that each facility makes 100. 4 of them make 400. A fith makes 100 more. A robotoid makes .3 * 400 = 133 more. There is no need to do any more math than this. It does not matter what the planet makes. A level 3 robotoid is always more productive than a 5th (or greater) basic facility.

[ March 27, 2003, 18:51: Message edited by: Imperator Fyron ]
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  #14  
Old March 27th, 2003, 10:26 PM
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Default Re: Colony Management

I hear, ya Fyron, but the more I think about the simplicity approach to managing colonies, the more I like it. You'd still have to research level III computers. What to do in the mean time? There's still going to be that glaring point of time where one has this gut feeling that their colonies are not performing to their max due to the fact that they don't want to be an accountant.

Take Civilization III or MOO2, for example. They basically have the same type of "build everything you can in everyone of your colonies" approach. I enjoyed the sense of sitting back, and knowing the route that each of my colonies were going to take; eventually, every one of my colonies were going to have every type of facility.

So, you think this would be too much work? Again, I've never really modded SE4, so I wouldn't know.
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  #15  
Old March 27th, 2003, 10:36 PM
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Default Re: Colony Management

Well... don't stress about a few percentage of lost production. It probably won't kill you.

For all large and huge breatheable planets, go ahead and add lower level Robotoids, if the planets are specialized (eg: they have lots of research labs, or lots of resource buildings, whatever). 10 or more guarantees that any Robotoid will be effective (well, you need an 11th basic facility before the Robotoid I will actually have an effect, but it is equal to the 11th, and will be upgraded later). They can be upgraded later with the "Upgrade [all] Facilities" button in the construction minister window (with all the SYs in the empire listed).
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  #16  
Old March 27th, 2003, 10:58 PM
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Default Re: Colony Management

I fully admit I'm an anal & stubborn bastard.

I'm going ahead with the moddifications. Are there any tools to do this with? Or am I .txt'n this the whole damn way?
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  #17  
Old March 27th, 2003, 11:02 PM
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Default Re: Colony Management

There are some modding utilities. Look for David G's modding tool or something like that.
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  #18  
Old March 27th, 2003, 11:20 PM
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Default Re: Colony Management

For the love of God, my idea isn't even possible.

Grabbed the utility. No options for such things. It's built in to % of resources ability.

Damnit. Damnit all to hell.
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  #19  
Old March 27th, 2003, 11:23 PM
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Default Re: Colony Management

First off, could you watch the language?

Secondly, I don't think there is any way to limit the number of a type of facility on a planet (except SYs, but that is hard-coded).

I am not sure what the second part of your post is referencing.
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  #20  
Old March 27th, 2003, 11:43 PM
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Default Re: Colony Management

I'll watch the language. Sorry. I didn't think I said anything that one couldn't say on prime time, but there may be more sensitive ears here. My appologies.

No. There's no way to mod what I wanted to do. Oh, well.
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