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  #11  
Old September 14th, 2001, 06:43 PM
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Default Re: Bug or...?

Someone else posted a very good idea on this a while back. I don't remember all of it but basically the idea was instead of facilities per planet size, it was facilities per amount of population. Eg. after you grew or transported another 100 mil(or whatever the number was) in population, you could build another facilitiy. And then a planet had different pop limits based on whether or not the people had to live in domes.

At least I think that was it. Maybe I mangled that badly.

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  #12  
Old September 14th, 2001, 07:48 PM
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Default Re: Bug or...?

There is an entry in Settings.txt, I believe, that specifies "population per facility".

It was intended to be used to specify fow many facilities could be run by the population available.
One problem is in deciding which facilities would be operated, and it is a tough one. Do they run the spaceport? probably, but what if it is a backup (two in one system?) Is the Radioactives collider more important than the Organics farm?

In any case, it has not been implemented in SE4, yet.
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  #13  
Old September 14th, 2001, 09:00 PM
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Default Re: Bug or...?

quote:
Originally posted by CW:
Funny why the none-breathers would get hurt in an oxygen atmosphere!


Probably just as funny as why obligate anaerobic bacteria get hurt in an oxygen atmosphere, although I personally fail to see the humor in it.

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  #14  
Old September 14th, 2001, 10:48 PM

Lemmy Lemmy is offline
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Default Re: Bug or...?

oops, that went wrong...well, nothing to add really, problem solved in 10 hours or so...could be better i think

i like that idea Geo mentioned, maybe for SE:V ??



[This message has been edited by LemmyM (edited 14 September 2001).]
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  #15  
Old September 14th, 2001, 10:50 PM
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Default Re: Bug or...?

quote:
Originally posted by suicide_junkie:
There is an entry in Settings.txt, I believe, that specifies "population per facility".

It was intended to be used to specify fow many facilities could be run by the population available.
One problem is in deciding which facilities would be operated, and it is a tough one. Do they run the spaceport? probably, but what if it is a backup (two in one system?) Is the Radioactives collider more important than the Organics farm?

In any case, it has not been implemented in SE4, yet.

Right, I know about that. But this was different I think. In this idea you actually couldn't build another facility unless you had the population.

Of course I could hav eimagined the whole thing.

Geo

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  #16  
Old September 14th, 2001, 10:55 PM

Lemmy Lemmy is offline
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Default Re: Bug or...?

quote:
Originally posted by geoschmo:
Right, I know about that. But this was different I think. In this idea you actually couldn't build another facility unless you had the population.

Of course I could hav eimagined the whole thing.

Geo




you didn't imagine it, i also remember someone mentioning it in a thread, but i also can't remember who posted it.

or we both imagined it, could be a conspiracy....hmm, better call Mr. Mulder to get to the bottom of this.

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  #17  
Old September 14th, 2001, 11:46 PM
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Default Re: Bug or...?

quote:
Right, I know about that. But this was different I think. In this idea you actually couldn't build another facility unless you had the population.
Just wondering: how would a reduction in population affect the facilities? You would tend to run into the same problem.

If you allowed the facilities to keep operating, then players would ship all their population around to max out facilities, and then leave the small planets with 1M very productive people.
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  #18  
Old September 15th, 2001, 12:28 AM

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Default Re: Bug or...?

Here is one way you could handle it.

Example:

each facility that produces a resource requires 5 million people (or break it up however else you want)

essential facilities that MUST recieve full work loads or don't work regardless require 1mil people.

special things can use whatever you want them to be and if they generate a bonus or something else that can be modified in a quantifiable way then just use the same basic method as described below and use 5mil per or set them as "essential" facilites that either run or don't at 1mil per.
-----------------------
The planet in question has 8 facility slots
3 of which are used with essentials (space port, space dock, and something else)

These take up 1mil each so 3mil altogether.

The total population of the planet is 10mil outa a total of 20 mil.

So we have a total of 10-3 = 7 mil population to use.

We then build 5 mineral thingies so 5x5 = 25 mil needed to operate them at designed efficiency.

UHOH we won't have enough to run them all even at max planet pop. Lets see what that means.

at current levels we have 7 mil people to run 5 facilities that need 5mil each... Lets do it like this.

5mil people per facility is 100% efficiency but we only have 1.4 mil per facility (7/5= 1.4) and 1.4 is 28% outa the 100% that 5mil represents. So then we say that each of these 5 mineral facilities is running at 28% efficiency and thus only generates 28% of what they normally would after all other planet bonuses are applied.

Alter the numbers for higher population level and you get 20-3= 17mil for use or 3.4 per facility so 68% efficiency when this planets pop is maxed.

To cap that. Because I just know all of you are too stupid to catch that the first time through... or is it that I am so confusing... ah well.

First subtract pop needed by "Essential facilities"

Next look at number of resource facilities you have that need 5 each and break up the remaining population into equal little chunks and find out what percentage of the required to operate number each of these little chunks is and there is your operating value.
--------------
Leftovers are unemployed or you could put in some other little bonus level on each facility like 5mil for 100% and a bonus 5% for every mil over that or just ignore it and assume the pop bonus for high level pops is doing that.
--------------
Why I suggest straight values of 5mil for ALL resource facilites v 5 mil for mining and farming and then maybe 3 mil for research etc, is for simplicity. If you do that you start running into problems of dividing it up and needing 5mil for larger ones and 3mil for smaller ones and the number you have to spread around is 3.4... so do you break up the extra .4 on each of the researchers or what? It just makes it more complicated and to tell you the truth I just don't like it.


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  #19  
Old September 15th, 2001, 01:45 AM

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Default Re: Bug or...?

The oxygen breathers were there first. In other words it started as a undomed colony. Then none breathers got added (probably due to some cargo transfering I was doing). Then all the oxygen breathers got removed, leaving 1 or 2 million none breathers and the planet became a domed colony

While it makes perfect sense that the planet become a domed colony, I don't see how my none breathers could have been there in the first place without a dome. Well at least I get my facilities.
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  #20  
Old September 15th, 2001, 10:19 AM

Lemmy Lemmy is offline
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Default Re: Bug or...?

quote:
Originally posted by Cyrien:
Here is one way you could handle it.

Example:

each facility that produces a resource requires 5 million people (or break it up however else you want)

essential facilities that MUST recieve full work loads or don't work regardless require 1mil people.

special things can use whatever you want them to be and if they generate a bonus or something else that can be modified in a quantifiable way then just use the same basic method as described below and use 5mil per or set them as "essential" facilites that either run or don't at 1mil per.



so what you're saying is:

efficiency = workers / workers needed
workers = total population - essential workers
workers needed = total workers - essential workers

the 5 mil per facility for simplicity isn't needed, just look at the total workers and workers that are needed to operate all facilities.

in your example :
25m are needed, you only have 7m
7/25 * 100% = 28% efficiency
if you would add one facilitiy which needed 3m workers you would get
7/28 * 100% = 25% efficiency
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