SE IV Colonization question |
Fisrt of all, I apologize for posting this question here, but there hasn't been activity in the SE IV forum for several weeks.
I am new to both games, but in a SE IV game that i have colonized some new planets, but after a few turns, there is still no population. Of course the game won't let you design a colony ship without the colony module, so what could be wrong?
Or, does it just take several turns for the population to appear. Because there is zero pop after a few turns.
Thanks,
emcgman
BTW, I downloaded some awesome ship sets, for both games, so I would like to thank all the people who have created such cool mods.

Re: SE IV Colonization question
Neither of the features you mention were in SE:IV. Colony ships have to be manually ordered to pick up population (I do remember that, rarely, the ship would pick up population by itself, but I never could trust it to). Population transports are the only way to get population from one planet to another in SE:IV, there is no migration.
So, just have your colony ship pick up the population from whatever planet you feel has the spare population you need, then give it the colonization order.
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Re: SE IV Colonization question
Ships will always, without fail, pick up population if they are in orbit of a planet and you order them to colonize another. Load population is always assigned as an order by the colonize button (you get a load pop, then a move to, then a colonize order). The load pop does nothing when the ship is not orbiting a colony, which is why the colony ship sent to explore first will have no pop.

Re: SE IV Colonization question
I believe you can set the data files in SEIV to have 1M pop automatically on a colony ship. This is in the data files somewhere.
SEV, more than a feeling.

Re: SE IV Colonization question
You can always go to shrapnelgames.com for other SEIV info and questions.
Or follow the links below in Fyrons sig to SE.net or the SEwiki.
Re: SE IV Colonization question
I'm not sure if this works in SEIV, but in SEV, it can be a good idea to place cargo containers on all your colony ships. While the colony module will hold 10m people, you can get the number up to 15 oe 20 million with cargo containers fitted. The extra pop provides a useful springboard that helps a colony grow faster.
Re: SE IV Colonization question
Yes, in SEIV a Colony Ship hull has enough leftover space to add one Cargo Bay, raising the carrying capacity from 4M to 34M. That's my standard design for colonizers if they don't need some other specialized component for a particular situation.
"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.
Re: SE IV Colonization question
Not to mention you can use non-colony ship hulls (in either game) to stick loads of pop on a colony ship. 




Re: SE IV Colonization question
do you have population on the colony ship when it is underway??
if you use the colonize order it automaticaly picks up population in the sector it is then, but if you first fly around without manualy adding population to the ship it will create an empty colony.
population migration then (if that feature is in SEIV) only works if it has the same atmosphere as your own race uses.