Decommissioning facilties |

I am a fan of the 4X genre and have played the likes of MOO and other turn based strategy games for over 20 years. My first exposure to this was in the mid 1980's when I converted the game play of a couple of board games (with some AI programming) to run on a Sinclair Spectrum (hands up anyone who remembers Sinclair Basic?)
In getting to grips with Space Empires V, I have started a limited resources game*. The object of this is to stretch the game play and make it challenging for the AI. The way this game works is that there is a desperate scramble to discover new colonizable planets before resources are exhausted. If you don't discover any new planets quickly enough, well you run out of resources and everything grinds to a halt. If you make a mistake and construct a facility that you don't need... well that is too bad. There are fewer than 1 usable planets per star system, so by the time you have discovered the 10th inhabitable planet the mineral resources from your first few planets have expired... I am winning this game as the AI appears to have some difficulty in adapting to a low resource scenario.
One of the things I have noticed is that when the resources on a planet become exhausted the relevant facilities can't be switched off; they continue to consume resources as if they were still fully functional**. This is particularly ironic with the mining facilities who consume 150 minerals per turn long after the mineral resources have become exhausted. I have not found a way to decommission these facilities short of abandoning the planet. If anybody could tell me how to decommission facilties it would be appreciated.
Alternatively I would like to propose that an option to Decommission Facilities be on a wish list of gameplay tweaks.
*LIMITED RESOURCES GAME SETTINGS
MAP
Quadrant type - Ancient
General options - Limited resources
EMPIRES
Starting resources - Low
Technology cost - High
Home planet value - Bad
No. of starting planets - 1
Home planet size - All same size
Empire placement - Evenly distributed
Technology points new players - 0
Racial points new players - Low (2,000)
Computer player difficulty - Medium
Computer player bonus - None
GAME
Sight setting - See only home planet
Player restrictions - Can only colonize breathable atmosphere
**PLANET REPORT relating to mineral resources
Game date - 2408.0
Planet name - Cuyrok IV
Planet value - 0 Kt mineral
Production (net) - -3265Kt mineral
analysis of facility cost
1 x Resupply depot - 600 Kt
1 x Space port - 600 Kt
1 x Space yard - 1000 Kt
1 x Organics farm - 150 Kt
1 x Radioactive extraction - 150 Kt
3 x Mineral miner - 465 Kt
2 x Research centre - 300 Kt

Re: Decommissioning facilties
This could be another factor in balanceing the AI... If you could set up a game that the AI gets unlimited resources and the human players would be set to have limited resource planets...
getting alliances would be of great help with limited resources, as well as storage
Oh and by the way, I had a sinclair as my first computer. I was about 11. and it had an expansion module so that it had 16K of ram! I wrote a few programs that maxed out it's ram and it locked up...
SEV, more than a feeling.

Re: Decommissioning facilties
I would try a limited resources game, but only if planets continue to produce a minimum, say one/fifth of their initial percentage after being exhausted, you'd still rely heavily on fresh planets to maintain large fleets, but to become completely barren is not appealing to me.
Re: Decommissioning facilties
I was disappointed when the AI with Crystallurgy tech failed to utilize its solar collector facilities in a limited resources game. I even started the game giving full tech to the AI. They ran out of resources almost immediately, failing to use solar collectors or planet value increasing facility.
Are there any mods that improve AI on limited resource games? I enjoy the boosted challenge to efficiency.

Re: Decommissioning facilties
also, an excellent idea would be to make resources depend on population, very fewer, so you'll need starting resources from planets but later vital to upkeep, I seems to me that this could be accomplished with a mod.

Re: Decommissioning facilties
Message from the Nilith Imperium
This is not going to be very specific as we the Nilithi Imperium cannot be sure your SEV universe is the same as ours and tho our computer systems hold much data on all types of parallel universes...such as the IRM, BM and Stock! We are on a mission of upmost importance and do not have access to those files at the present time
However, to point you in the right direction, the facility that your empire is lacking, is of the type that improves planet values which we believe can be researched under planet utilzation...at least in our universe.
As for research expense we cannot say as this is of the highest security.

Re: Decommissioning facilties
Easiest solution would be to go read the data files to see where the Remote Mineral Miners are. Short answer: research Mineral Extraction to Lv 10+ (assuming stock or IRM) - somewhere on that tech path you'll find remote mining. Planet Utilization (Planet Engineering) is what eventually (after teh Conditon improvement plants) gives Value Improvement plants - I wonder how those work in finite resources...
---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.
Re: Decommissioning facilties
its posible that they might be useful to regenerate depleated planets or at least maintain the levels of resorces with the improvement countering the degredation. Not tried them but it would be worth a try.
Re: Decommissioning facilties
In SEIV, value improvement plants worked in a rather odd way. They increased the current amount of resources by their percentage. So it was much more useful on mineral rich planets, so much so that if the planet was rich enough, you could actually produce infinite minerals from it. Not a whole lot, but it's better than nothing.
I personally think limited resouces ought to work a bit more like Stars!, where mines produce less and less resources as the planet is depleted. Then again, there was also the option of creating minerals for a rather hefty manufacturing cost. It was something to do when a planet had nothing else to do.
Re: Decommissioning facilties
so solar genrators in the cristline tech tree use up the minarils on planets or are there minrals free?

Re: Decommissioning facilties
Crystalline Solar Generators create resources completely for free out of sunlight.
---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.
Re: Decommissioning facilties
How long do the AI turns take? If they are really brief its possible the other races have been destroy and/or lost all their planets (which cuts off diplomatic contact)

Re: Decommissioning facilties
---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.





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Re: Decommissioning facilties
choose the planet you want to scrap facilities and then use the "scrap cargo" menue-point.
there you can also choose facilities to get removed.