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Home » news » forums » Space Empires V » Space Empires V General

Migration question

Submitted by Halikar on Tue, 2006-12-05 16:23. Space Empires V General

I've never had this happen previously, so when it started happening in this game, I had to run it several times to make sure I was seeing what I was seeing. I have an AI empire, who breathes the same atmo my people do, migrating to my worlds. We have no treaty at all, but I do have migration treaties with a couple of other AIs. They haven't been disloyal or causing me headaches, just surprised me to find them. And it seems like every turn thereafter, they start migrating to another of my worlds.

I suppose my question is, is this normal, or have I stumbled on something odd? The only reason I can think of is that they have a migration treaty with one of the AI's I also have a migration treaty with, and are essentially double migrating.

‹ How do I load an Empire I saved from a previous game? Two things that need to be changed... ›
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cordas's picture

Its really quite simple

Submitted by cordas on Tue, 2006-12-05 17:47.

Its really quite simple Smiling

What is happeneing is that one of the races you have an imigration deal with has an imigration deal with this other race. So in effect its like a French person imigrating to the UK getting UK citizenship and using this to imigrate to Germany, even though France has no Imigration deal with Germany.

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That's what I was thinking

Submitted by Halikar on Tue, 2006-12-05 18:49.

That's what I was thinking toward the end of my post there. Just didn't think of it until drafting the post. Smiling

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Rilo57's picture

What's the upside in

Submitted by Rilo57 on Wed, 2006-12-06 17:19.

What's the upside in migration? why do I want another race on my planets?

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Varek Raith's picture

Migration Policies

Submitted by Varek Raith on Wed, 2006-12-06 18:43.

I do not like the way foreign migration is set up. Sign one treaty and you open the back door to all. Of course this may just be my Harvester-Migration phobia rearing its' ugly head...Sticking out tongue

-----
Shazbot!

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cordas's picture

Whats the downside in migration?

Submitted by cordas on Wed, 2006-12-06 19:09.

Migration (for races that breath other atmospheres) is brilliant for you, it means that you can now treat those planets as breathable colonies. Just make sure you have none of your population on them (spacing is a nice easy way to do this) and let the new guys move in. They will be just as loyal as your own race and open up all sorts of new planets for you to take full advantage of.

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Rilo57's picture

Can you move them around

Submitted by Rilo57 on Wed, 2006-12-06 19:30.

Can you move them around just like cargo, Uh I mean like your own population?

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cordas's picture

yup, you can do anything you

Submitted by cordas on Wed, 2006-12-06 19:35.

yup, you can do anything you can do with your own population with them. They will even migrate around your empire themselves for you (when there are enough on the planet to have 1m population spare to migrate).

They will only migrate to planets where they can breath the atmosphere though. This can be encouraged by spacing your population and getting rid of the domed cities (do this at 1 colony per turn, if you do too many then then it will take a few turns for all colonies to be re-populated). This will only work whilst you have the migration treaty, or have a planet with a couple of 100million on it.

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Essentially a cheap way to

Submitted by Halikar on Thu, 2006-12-07 00:18.

Essentially a cheap way to get full facility counts early in the game. Smiling

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One Way Migration Doesn't Work

Submitted by Fishman on Thu, 2006-12-07 00:52.

Be warned that one-way migration treaties don't function, and actually are the same as two-way ones, so all the AIs will get all of your people, too.

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Rilo57's picture

How do custom abilities work

Submitted by Rilo57 on Thu, 2006-12-07 14:36.

How do custom abilities work with migrated colonies? like racial traits will they just take on your ratial traits or could they have mining aptitude or be builders and get +10% Space Yards?

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cordas's picture

bollocks to subject field

Submitted by cordas on Thu, 2006-12-07 15:26.

Rilo57 wrote:
How do custom abilities work with migrated colonies? like racial traits will they just take on your ratial traits or could they have mining aptitude or be builders and get +10% Space Yards?

As far as I am aware they loose those abilities and gain those of your empire. Boring I know but so much easier for the game to work out (and a lot less cheesy)

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Bad imigration feature

Submitted by Robert on Thu, 2006-12-07 16:09.

cordas wrote:
What is happeneing is that one of the races you have an imigration deal with has an imigration deal with this other race.

What!

That's as bad as the planetary bombardment treaty "feature".

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cordas's picture

Huh? I personally really

Submitted by cordas on Thu, 2006-12-07 17:06.

Huh? I personally really like that feature as it gives me access to more races, potentaily different atmosphere breathing races.

If you don't like a race just space them. I do it to my own people all the time Smiling

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MasterDave's picture

So a few million people are exterminated... big deal

Submitted by MasterDave on Thu, 2006-12-07 18:41.

There really should be a severe morale penalty for spacing millions of people. It would be hard for a government to disguise an action like that on such a scale (soylent green?).

I try to pick up excess people on transports when taking down domes, but I often wind up spacing a few excess millions that wont fit in the cargo pods (I typically use troop transport frigates which only hold 90 million or so). There is no penalty in the game for doing so, and not much benfit to inceasing population on a given planet most of the time.

In other space opera games (Moo2 for example) population is the engine that drives your empire, but in SE5 it just seems to be another number without much meaning.

Cunnilingus and Psychiatry have brought us to this...

Tony Soprano [/i]The Sopranos

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Rilbur's picture

Mods

Submitted by Rilbur on Fri, 2006-12-08 23:19.

Some mods make population count for a LOT -- as things stand, the pop bonuses just aren't SANE. You get relativly small difference between 1 million and 4 billion workers, for example.

Most of my mods (none released... working on a decent SEV one though) have the construction set up so every couple million people gives 1 percent construction/resources, with the result that large colonies are a necessity.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Population value

Submitted by crward on Sat, 2006-12-09 02:03.

Rilbur, sounds very good.

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Rilbur

Submitted by DimmurWyrd on Sat, 2006-12-09 07:27.

I love the idea of that but am too lazy to type in that many entries Eye-wink

I tend to make a handful of megahaulers (50-60,000 KT min cargo space) and use those to remove the pop from planets with immigrants of differing atmospheres. I tend to dump all the excess of my pop onto sphereworlds to speed them up a tiny bit.

I love getting a migration treaty early and with organics and the clone facilities I can grow huge populations fast... means I get twice as many green colonies early on without waiting 95 turns (+ 8-12 for building time) to get those reds to go green Sticking out tongue

Granted against the AI it's massive overkill since just the few greens I run across in the area I claim can usually blow the AI away even on high/high Sticking out tongue Monoliths forever!!! lol

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Rilbur's picture

Lazy

Submitted by Rilbur on Sat, 2006-12-09 22:09.

I'm lazy as hell to... therefore, I wrote a nice little program that writes it all for me. It isn't quite pretty -- I didn't bother with making it remove spaces so the := all line up neatly -- but it works.

Give me the numbers you want, and I'll write the program for you too... better yet, I'll dig it up and make it a little better so you can put the numbers in yourself Laughing out loud

Just have to figure out how to turn it into a releaseable program, my C++ class hasn't handled that so I've usually let codwarrior run the code for me... (I'm reasonably certain the .exe it creates can't be run without codewarrior, though I may be wrong).

Or, heck, I'll just post the code here and let someone else compile it... soooo many options, so little time Laughing out loud
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Rilbur's picture

Code

Submitted by Rilbur on Sat, 2006-12-09 23:18.
For those that are interested, here's the C++ code I'm using: Oh, and BE WARY: There isn't any exception handling at all here, 'cause I'm lazy. If you type 951098325791832567918726581725687 in, it will do JUST that... and eat up 9/10ths of your HD doing so. Depending ont he number you put in, it may take a while to run even on higher end systems.
#include <iostream>
#include <fstream>

using namespace std; //introduces namespace std

int main ( void )
{
	int pop, bonus1, bonus2, maxPop;
	int counter=1;
	cout << "I'm a lazy SoB, so I'm not giving you a lot here.  Enjoy what you have.  FYI, I tend to enter '20', '1', '1', resulting in 1 percent production per 20 population, resulting in 4 billion people giving 100% (I. E. 'normal' production)."<<endl<<endl;;
	cout << "Please enter the increment by which you want population to increase.  E. G. 20 will cause the population ammount to increment by 20, so you will have 19, 39, 59, etc etc as pop values."<<endl;
	cin >> pop;
	cout << "OK, value entered, we're cooking now!  Please give me the number, per population increment (entered above), that resource production should be modified."<<endl;
	cin >> bonus1;
	cout << "OK, value entered, we're cooking now!  Please give me the number, per population increment (entered above), that ship yard production should be modified."<<endl;
	cin >> bonus2;
	cout << "OK, one final question:  How many increments do you desire?  You can have however many you want, so be sure you don't enter a number in excess of your needs, or your computers ability to handle."<<endl;
	cin >> maxPop;
	cout << "OK, depending on the number you gave me, this MAY take a while."<<endl;
	char dummy;
	dummy=cin.get();
	char classNameStr[50];
	ofstream saver;
	cout << "Oh, I nearly forgot!  Give me a filename to save the data into: ";
	cin.getline(classNameStr,'\n');
	saver.open(classNameStr,ios::out);
	saver << "Number Of Population Modifiers                                        := "<<maxPop<<endl;
	while (counter<maxPop){
		saver << "Pop Modifier "<<counter<<" Population Amount                                      := "<<counter*pop-1<<endl;
		saver << "Pop Modifier "<<counter<<" Production Modifier Percent                            := "<<counter*bonus1<<endl;
		saver << "Pop Modifier "<<counter<<" SY Rate Modifier Percent                               := "<<counter*bonus1<<endl;
		counter++;
	}
	cout << "I'm done!"<<endl;
	return 0;




}
_______________________ There are 10 types of people in the world: Those that understand binary, and those that don't.
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Rilbur's picture

BTW

Submitted by Rilbur on Sun, 2006-12-10 12:10.

BTW, give me your E-Mail address and I'll mail you a copy of the finished program -- I *think* I know how to do that. Unfortuantly, I have no way to test to see if it will run on a system that doesn't happen to have codewarrior installed.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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