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January 4th, 2008, 02:45 AM
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Corporal
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Join Date: Dec 2005
Posts: 84
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Re: Population Migration
Actually, I don't find it very hard just to collect full pop transports, and unload them on your next new colony. Even easy to RP, if you write in the "accommodations and amenities for a stellar habitat".
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January 4th, 2008, 04:50 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Population Migration
It sounds to me like the core problem is the fact that population beyond the first 1M people is worthless.
Adjusting the growth rates and pop modifiers can fix that right up. 
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January 5th, 2008, 01:56 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Population Migration
Quote:
Suicide Junkie said:
It sounds to me like the core problem is the fact that population beyond the first 1M people is worthless.
Adjusting the growth rates and pop modifiers can fix that right up.
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I prefer to define that as "worth less" than the facilty and population space gained.
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January 5th, 2008, 02:00 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Population Migration
If you're ejecting people into space, the population capacity can't be worth much either.
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January 6th, 2008, 09:35 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Population Migration
It turns out any population is worth "scrapping".
1M pop = 1 Kt Organics gained.
this delights me no end. I momentarily considered the benefits of developing Organic recycling camps for captured pop but it's not worth it. You don't get enough organics.
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January 6th, 2008, 02:56 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Population Migration
The problem here is that it is in the player's best interest to undome planets as soon as possible, but I've never seen the migration routine ever move the last non-breathers off a planet; certainly not in the first turn after correct-breathing popluation is on the planet. Since undoming a planet is so important to game success in opening up more facility and cargo space, the player is forced to:
- move them with transports for in-game role playing or game moral reasons - extremely slow and tedious
- manually scrap them - tedious at best
- use BM minister - which I haven't used yet so I'm not sure if a log message is given to let you know that you can now build more facilities on these planets. If a log message is given, that would be great. If not, this would again be tedious due to having to figure out which planets have open facility slots and not building facilities, then address their construction queues.
The best answer would be a change to the game where planets would undome on the next turn after receiving correct breathers by having the migration routine move the incorrect breathers elsewhere - AND a log entry to inform the player of this so he can take action. There is no good reason that I can think of to have non-breathers on a planet; it only has negative consequences. I have been bugging MM for this but you know how it goes, or doesn't.
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January 7th, 2008, 02:32 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Population Migration
It be a lot better to just leave the incorrect breathers INSIDE the dome, and have the rest of the population live outside of the dome. But the game doesn't play that way. =|
oh, as for finding out which planets have faculty space, check out this screen shot of my construction que:
http://www.clanroof.com/user_folders/spheresword/1.JPG
<img src=“ http://www.clanroof.com/user_folders...1.JPG“〉
This little custom layout gives me everything;if they have facility room, what they can construct, what they are currently constructing and how long before they are done. It's very nice. Does anyone else have their own special layouts they'd like to share?
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