Population Modifiers |
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.

You Win
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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There are 10 types of people in the world:
Those that understand binary, and those that don't.

BTW
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 
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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There are 10 types of people in the world:
Those that understand binary, and those that don't.

I have a couple thoughts on
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.

Effect on early game conditions
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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Tarsus Race and new AI for Download! v0.6
Consult the great SEV Wiki

I <3 subjects
That is EXACTLY what it does 
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).
_______________________
There are 10 types of people in the world:
Those that understand binary, and those that don't.




Population Mod
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.