Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 1 user and 160 guests online.

Online users

  • lookerbc

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Space Empires V » Space Empires V General

Environmental Resistance and High Reproduction Unbalanced?

BlueTemplar's picture
Submitted by BlueTemplar on Sat, 2007-06-30 09:46. Space Empires V General

I have just compared the results of those Racial Traits in some of my recent games and it looks like they aren't both worth 500 racial points.

The Environmental Resistance / Weakness seems to simply add/remove 10% of growth rate.
For instance on a good planet, with jubilant population, you get 10% (15+5-10) growth rate with High Reproduction and Environmental Weakness, while you get 20% (15-5+10) with Low Reproduction and Environmental Resistance.

I think Environmental Resistance could also affect loyalty, migration and happiness but I have not looked upon that yet...

So I think it would be more balanced to set High Reproduction to +10%.
(Remember also that it only affects your race, not immigrated aliens, it will be more balanced that way compared to the +10% in extraction/intel/research/construction)

I thought that Environmental Resistance was supposed to add a bonus to growth rate and happiness in sub-Optimal planets, a bonus higher for Deadly worlds than for Good planets... but it doesn't seem to work that way.

‹ Remote mining minister not working Public Optional Beta Patches ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
BlueTemplar's picture

Re: Environmental Resistance and High Reproduction Unbalanced?

Submitted by BlueTemplar on Mon, 2007-07-02 13:19.

Mins/Rads/Organics extraction bonuses are also unbalanced:
It makes a lot more sense to choose +10% in minerals and -10% in organics or radioactives than the other way around, since most of the time you simply need to put several organic/rads extractors to a >120% planet to fill your empire needs in those ressources, whereas you will often fill every single planet that produces more than 100% of minerals with mineral miners.

Those bonuses should follow IMHO the average consumption ratios for an empire, which should be something like +/-10% minerals, +/-85% organics, +/-50% radioactives. Organic/Crystalline races should be balanced accordingly with a malus in organics/radioactives.
What do you think?

» login or register to post comments
Psieye's picture

Re: Environmental Resistance and High Reproduction Unbalanced?

Submitted by Psieye on Mon, 2007-07-02 13:38.

Alternatively (or in conjunction), change the cost of those certain racial traits. There are a lot of unbalanced traits as it currently stands. On the other hand, simply changing the magnitude of effects as you suggest would be easier on AI (re)designing.

Also, I would think Radioactives should be considered of higher value than you seem to indicate. Engines and Weapons suck up a ton (in IRM anyway, but I'm sure it's the same in BM as well). And yes, Crystalline/Organic traits should then be further modified to adapt to this.

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

» login or register to post comments
BlueTemplar's picture

Re: Environmental Resistance and High Reproduction Unbalanced?

Submitted by BlueTemplar on Mon, 2007-07-02 14:00.

But organics are important for colonisation... Anyway the numbers were taken from a random game I had where my expenses per turn were 93k 11k 19k, so it's probably still not really balanced...

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Tweaking the planet art without going all the way to FQM
  • Space Empires V 1.74
  • Shipsets, Empires, and dead AIs
  • Research By Percentage SUCKS
  • Governmet mod/patch/addon

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • which file controls ai tech research
  • New Patch???? When????
  • Plasma Missiles -- Why?
  • Handeling conquered planets
  • Range Check Error (like in SE:IV days)
(c) Strategy First, Inc. All rights reserved.