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

Population Purpose?

Submitted by SeattleKCD on Thu, 2007-07-05 14:23. Space Empires V General

Just started playing SEV recently. Going to see if I can break the addage that no question is stupid Eye-wink First try;

What is the purpose of population in SEV?

They do not seem to be needed to run the facilities (i seem to remember reading somewhere that they are considered to be largely automated).

They also do not seem to impact amount of resources processed for building facitilies or ships, other than happiness.

‹ With Cpt. Kwok on Vacation..... The AI know what to do with ? ›
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Mod Designer

Re: Population Purpose?

Submitted by pkoko on Thu, 2007-07-05 14:29.

they increase facilities "base production" by percentage. It eventually doublles after 8000M IIRC.

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RogerN's picture

Re: Population Purpose?

Submitted by RogerN on Thu, 2007-07-05 14:54.

One of my biggest complaints about the stock game design is that population is too unimportant. Although an extremely high population can increase production by a modest amount, that's still a poor incentive to protect population centers.

Two colonies with 1M population each will collectively outproduce a homeworld of 4 billion people.

Furthermore, even the increased production value of population can be had by other means. Improved ship yards, for example, can give the same kind of production benefits. Basically, as long as you have at least 1M people per colony, there's little benefit to protecting or growing more population.

All of the above, of course, assumes that you're playing a last-man-standing game. Population does have an impact on your score; however, most games ignore scores in favor of other victory conditions (i.e. nobody else is left to oppose you).

Other 4x games typically make population an extremely import resource. Large populations either produce more taxes (which SEV does not have), or more directly influence production. Commonly, games are designed so that each facility / structure requires a minimum number of colonists to run it.

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Mod Designer

Re: Population Purpose?

Submitted by pkoko on Thu, 2007-07-05 15:05.

RogerN wrote:
One of my biggest complaints about the stock game design is that population is too unimportant. Although an extremely high population can increase production by a modest amount, that's still a poor incentive to protect population centers.

Two colonies with 1M population each will collectively outproduce a homeworld of 4 billion people.

Furthermore, even the increased production value of population can be had by other means. Improved ship yards, for example, can give the same kind of production benefits. Basically, as long as you have at least 1M people per colony, there's little benefit to protecting or growing more population.

All of the above, of course, assumes that you're playing a last-man-standing game. Population does have an impact on your score; however, most games ignore scores in favor of other victory conditions (i.e. nobody else is left to oppose you).

Other 4x games typically make population an extremely import resource. Large populations either produce more taxes (which SEV does not have), or more directly influence production. Commonly, games are designed so that each facility / structure requires a minimum number of colonists to run it.

I agree 100%. I think the min # to operate a faxility neads to increase to 100M; this way population is important. Great idea

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Re: Population Purpose?

Submitted by ernesto79 on Thu, 2007-07-05 15:09.

can a facility increase the max number of poulation allowed on a planet?

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Re: Population Purpose?

Submitted by SeattleKCD on Thu, 2007-07-05 15:34.

I agree with the general direction of this thread. It's why I asked the question. Population did not seem to have any meaningful impact on the game. Changing this to be something like MOO2 (my Holy Grail of 4x space games) might solve the research rush issue too.

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DeadZone's picture
Mod Designer

Re: Population Purpose?

Submitted by DeadZone on Thu, 2007-07-05 16:34.

Actually, IIRC, population goes towards your game score
Which in turn affects diplomacy
Also, it affects how fast your colonies can build facs & ships/units

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BlueTemplar's picture

Re: Population Purpose?

Submitted by BlueTemplar on Thu, 2007-07-05 17:12.

In BM, a bonus of 50% to production and construction rates for a full 4 Billion populatated world is not that negligible IMHO.

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Re: Population Purpose?

Submitted by rdunham3 on Thu, 2007-07-05 17:31.

ernesto79 wrote:
can a facility increase the max number of poulation allowed on a planet?

Sort of...the Atmosphere Converters will dramatically improve living space. Smiling Other than that, I know of no building that increases population maximums on a planet.

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Re: Population Purpose?

Submitted by ernesto79 on Thu, 2007-07-05 19:04.

thanks but i was more thinking along the lines of
a residential center or even city; i know they dont exist in stock i wonder if it is possible to mod a facility which increases pop max, though honstly i doubt it because of the planet sizes, which would mess it up anyway...

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Telumehtar's picture

Re: Population Purpose?

Submitted by Telumehtar on Fri, 2007-07-06 10:49.

yes, population has an impact but not so much as to make me bother move ppl around. If you divide the popCap with the available build slots (facilities) it could be done that each slot would be activated only if there was pop available.

To put it simple: Slots available for facilities would become available only when enough population is on the planet with the exception of system wide facilities like the spaceport. So if you want just an outpost or resupply depot nothing changes, but for a production or resource center you'd have to act wise.

I cannot say if this would be balanced though... and there's the problem with re-scripting the AI which is a poor manager already.

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Re: Population Purpose?

Submitted by dprovins on Fri, 2007-07-06 20:30.

I have always thought population was pretty much an afterthought in Space Empires... Civilisations and Galactic Civilisations give population the importance it should have... so why not SEV??

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