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

Population Modifiers

Submitted by eddieballgame on Sat, 2006-12-09 00:12. Space Empires V General

In the Data/Settings.txt (bottom of file) under Population Modifiers are some mysterious (to me) numbers. Any info on how these numbers work would be most appreciated. I have a sneaky suspicion this particular file could be "enhanced" for more gaming pleasure. Thanks.

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Population Mod

Submitted by crward on Sat, 2006-12-09 02:05.

Rilbur wrote:
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.

From another thread. I'm betting you and Rilbur are talking about the same thing.

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Rilbur's picture

You Win

Submitted by Rilbur on Sat, 2006-12-09 22:05.

Good bet. I don't remember the text exactly, but it comes in pairs of three...

"If you have at least this much population, and not enough for the next line, this cluster is true"

"Percent by which the labeled item is multiplied (NOT an additive percent, straight multiplication so 50 means half production)"

"Same as above, only for another item".

I'm too lasy to dig in and find out the exact order they should have.
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Rilbur's picture

BTW

Submitted by Rilbur on Sun, 2006-12-10 12:08.

BTW, go look in the other thread, I posted some code for a program that can write a lot of those values for you assuming you wanted a linear increase. Tell me if you want another type of increase and I"ll consider a different code for ya Laughing out loud

I also forgot to mention I'll try and e-Mail a copy of the finished program to anyone that wants, assuming I can figure out how to get my program to do so.
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I have a couple thoughts on

Submitted by Rilo57 on Sun, 2006-12-10 14:51.

I have a couple thoughts on populations and production... Mainly it is that when you only have a small population, it should drastically reduce your production. So that on domed colonies they can only reach a small percentage of a open colony. for instance a tiny or small domed world only reaches maybe 10% of full production.

This also makes it nessisary to put lots of cargo room on your colony ships.

SEV, more than a feeling.

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Effect on early game conditions

Submitted by maran on Sun, 2006-12-10 15:15.

Rilo57 wrote:
I have a couple thoughts on populations and production... Mainly it is that when you only have a small population, it should drastically reduce your production. So that on domed colonies they can only reach a small percentage of a open colony. for instance a tiny or small domed world only reaches maybe 10% of full production.

This also makes it nessisary to put lots of cargo room on your colony ships.

An effect of that would be to make finding breathable planets even more of a bonus to early expansion, making early starting conditions critical to how powerful a player is going to be.

That isn't good or bad, it would just be an effect; I guess it depends how level or random you like the playing field for starting conditions.

It would slow down the shipyard rush strategy, for better or worse, that I (and now my AI's) use.

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Rilbur's picture

I <3 subjects

Submitted by Rilbur on Sun, 2006-12-10 16:45.

Rilo57 wrote:
I have a couple thoughts on populations and production... Mainly it is that when you only have a small population, it should drastically reduce your production. So that on domed colonies they can only reach a small percentage of a open colony. for instance a tiny or small domed world only reaches maybe 10% of full production.

That is EXACTLY what it does Laughing out loud

This also makes it nessisary to put lots of cargo room on your colony ships.

Yup! Which is also an effect I like. The randomness isn't, that kinda suxxors, but can be adjusted for by increasing the number of planets in the average star system (something I also like).
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Population tweaks and start-up

Submitted by crward on Sun, 2006-12-10 18:28.

Rilbur wrote:
Rilo57 wrote:
I have a couple thoughts on populations and production... Mainly it is that when you only have a small population, it should drastically reduce your production. So that on domed colonies they can only reach a small percentage of a open colony. for instance a tiny or small domed world only reaches maybe 10% of full production.

That is EXACTLY what it does Laughing out loud

This also makes it nessisary to put lots of cargo room on your colony ships.

Yup! Which is also an effect I like. The randomness isn't, that kinda suxxors, but can be adjusted for by increasing the number of planets in the average star system (something I also like).

Quote:

Or, I suppose, giving Robo-miners out earlier...

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