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  #41  
Old March 15th, 2002, 08:59 AM
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Default Re: Colony ships, for sale cheap!

Oh, as for the AI, it sucks at developing colonies in Proportions Versions before the not-yet-released 1.5. This is fixed in the Version I'm about to release, and it might be ok even if you add maintenance costs, but it depends on how expensive they are.

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  #42  
Old March 15th, 2002, 11:46 AM

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Default Re: Colony ships, for sale cheap!

I added -25 minerals -100 organics and -25 radioactives to the research center. The interesting thing is that on a new planet it comes out to -6 -25 -6. Be interesting to see if the cost increases as the population grows but I guess that would actually make a kind of sense as more people means more maintenance if not necessarily more productivity. BTW...I'm playing with finite resources turned on, I'm just guessing here but this WASN'T meant to be played with that option on was it!?!? LOL. My economy is collapsing...I can't maintain my Navy... I feel so Russian.

[ 15 March 2002: Message edited by: Rlaney ]

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  #43  
Old March 15th, 2002, 12:35 PM
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Default Re: Colony ships, for sale cheap!

Ya, the reason is that your "maintenance" is actually negative production, so the maintenance cost will be in proportion to the amount of points generated by the facility, which is based in large part on the population of the planet. The curve is not as severe as the construction rate curve, though.

And no, limited resources will lead to disaster, because the cultural centers will eat away all of your homeworld's resources... you would need to add a powerful value improvement ability to cultural centers in order for Proportions to work with limited resources. I'll put a warning about that in the next readme file.

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  #44  
Old March 15th, 2002, 01:28 PM

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Default Re: Colony ships, for sale cheap!

I figured that the resources thing was somethin like that. I modified the production curve down to what the sy rate was at in the settings modifiers, just kinda made more sense to me. I kinda like the finite resources thing though. It's definately a challenge. I'm spending alot of time layin out miner sats(dropped robos from 100t to 50t to make this possible without extreme research) and am furiously working towards solar collectors. I think they are Crystal tech so i may have to change that to make them accessible to others too.

Ok, I added a 10% plus to change resource value on the Cultural Center and upped the cost as high as I could so that you'd need to be really determined and patient to build them at all. The colony culture centers I didn't mess with but I don't think the homeworld centers should be buildable except on homeworld. Of course if you lose some.... ok maybe a 4% or 5% on the colony ones. thsi makes your homeworld extremely valuable and you'd better defend it appropriately.

[ 15 March 2002: Message edited by: Rlaney ]

[ 15 March 2002: Message edited by: Rlaney ]

New problem, value changes don't seem to work with finite resources on. hmmm.... maybe add in solar generation?

[ 15 March 2002: Message edited by: Rlaney ]

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  #45  
Old March 15th, 2002, 08:51 PM
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Default Re: Colony ships, for sale cheap!

Heh, you increased the cost of cultural centers?

It already takes about a hundred years to create a CC even on a homeworld with five billion people...

I'll just say that if you're planning to play 100 years against the computer, I'd recommend patching to 1.5 when it comes out, because the AI will do a much better job of doing something meaningful in the meantime. In 1.3, after 100 years almost all their colonies will have nothing on them but a CC under construction at about 25% complete, I would think. 1.5 will fix this, but you'll have to re-apply your tweaks.

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  #46  
Old March 15th, 2002, 08:57 PM
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Default Re: Colony ships, for sale cheap!

quote:
Originally posted by Rlaney:
[QB]New problem, value changes don't seem to work with finite resources on. hmmm.... maybe add in solar generation?



Really? I'm sure people have reported using value improvement plants in finite resources games, which use abilities like:

Planet - Change Minerals Value

Maybe it is based on a percentage of the resources remaining, so if you're down to 0, you can't improve them... ?

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  #47  
Old March 15th, 2002, 09:05 PM
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Default Re: Colony ships, for sale cheap!

quote:
I'm spending alot of time layin out miner sats(dropped robos from 100t to 50t to make this possible without extreme research) and am furiously working towards solar collectors. I think they are Crystal tech so i may have to change that to make them accessible to others too.
I heard that solar resource generation ability depleted your finite resources. I don't know if it has been fixed, so test that to be sure.

Also, in finite resources, the Value improvement is an actual percent multiplier, not just +x%.
If you have 500 KT of resources, and a VI 3, you get 515 KT of resources at the end of the year.
This also means that if you have depleted the resources on a planet, it will NEVER get any more resources EVER AGAIN.
What you can do, is change settings.txt, so that when a colony is destroyed, it adds resource value.
-OR-
you can try creating a facility that produces a negative amount of resource, thus "seeding" the planet with organics/minerals/radioactives.
Perhaps only organic seeding would be appropriate; and along with a resource converter, you'd have all you need.

Value improvement also only happens on integer year months (2401.0, 2412.0, 1500.0 etc)
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  #48  
Old March 15th, 2002, 09:54 PM
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Default Re: Colony ships, for sale cheap!

quote:
Originally posted by Suicide Junkie:
<snip>-OR-
you can try creating a facility that produces a negative amount of resource, thus "seeding" the planet with organics/minerals/radioactives.
<snip>



I started to post that this wasn't possible, then I thought, maybe I'll test it first.

It actually works. I depleted the resources from a planet, then built on of our research facility/negative mineral facilities from earlier in the thread. The values comes out of your empires coffers and go directly into the planetary value.

Cool!

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  #49  
Old March 15th, 2002, 10:14 PM

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Default Re: Colony ships, for sale cheap!

I wonder what that does in a infinite resources game?

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  #50  
Old March 15th, 2002, 10:32 PM

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Default Re: Colony ships, for sale cheap!

Yeah, after further testing negative production values put the resources into the planet apparently. So much for maintenance cost on buildings that way. Also there is a twenty abilities limit on buildings, 21 is ignored. On the cultural centers I just changed the big one. I wanted to set it so that it can't be built but just exists on the homeworld. May have to make it associated with a tech that is unattainable. What file controls what buildings are on the homeworld at the start anyway? I may adjust the culture centers to be more powerful as solar resource gatherers and remove the mining abilities. Just a thought... don't mean to go messin up your mod.

[ 15 March 2002: Message edited by: Rlaney ]

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