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  #1  
Old April 5th, 2002, 10:58 AM
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QuarianRex QuarianRex is offline
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Default Re: Proportions Version 2.0 available

PvK:

Just wondering, how long are your usual games anyway?

You advise patience, and I do understand this, I tend to go for the long haul myself, but have you ever actually built a colony cultural center? Ye Gods man! If you have done so you must have the enlightened patience of the Buddha himself!

As far as 100 years being a barely reasonable time frame for industrialization I must disagree. That may be somewhat accurate for a pre-industrial tech level but the more advanced things get, the faster they happen. It may have taken the states @100 years to reach viability and break away from its parent, but it only took Russia 40 years to go from a virtually fuedal state to a cold war superpower, and it has only taken India a little over a decade or so of foreign aid to get to the point of aquiring nuclear capability. That is a lot of development in an extrenely short period of time that just got shorter with the improvement of tech (among other things).

Also, if you want to take the states/colony analogy a little further you would have to factor in the initial -90% construction rate for low population that gradually increased through reproduction and immigration (and there wasn't any fleet of large starliners shuttling people either). And to be fair you would have to include in that 100 years all the time spent as little more than an organics farming facility (perhaps with some minerals thrown in). Overall it would take far less than a century to construct an equivalent cultural center in an area with a more dense starting population or similarly advanced neighbors (ie. lower consruction penalties).

What I'm trying to say here is that while development of a colony world should be difficult it would be nice if it were actually a realistic possibility. And I'm not talking about filling it up with cultural centers either. For a large breathable colony world with a pop of 500 (a somewhat reasonable goal with -17% to construction), level one shipyard, and no other racial or cultural SY bonuses to fill all 20 slots with cities it would take @480game turns. And that is just for basic cities. To do the same with metropoli (is that the plural?) would take over 1200 game turns. Which, by the way, is the time it would take to make a single cultural center(!). Checking my current game, using a race with severe SY bonuses it would take over 700 turns to replace a single cultural center on my homeworld!

It seems as though you are thinking of colonies as space based extensions of the wild west with prospectors and uneducated settlers trying to eke out an existence and barely able to get ahead. This isn't the case with colonies. These are going to be populated by trained, driven individuals (slackers aren't likely to leave the soft comforts of their home planet) who arive with all the benefits (if not the resources) of the advanced technology of their homeworld.

Even if the cost of cultural centers was dropped to 400k it would still not even come near to overshadowing a homeworld. On a colony with 1000 pop (no SY penalty) it would take 200 turns to produce just one. And even a couple out there spread among your best colonies would be a nice little trophy, letting the unwashed masses of alien rabble know that you are indeed bringing civilization to the galaxy .To fill a large world would take 4000 turns, and if you have the patience for that you are a far more dedicated gamer than I (or are perhaps in some form of coma that allows you to hit the end turn button over and over...).

I'm not saying that anything should be made easy (that would be no fun) but as it is, the keenest of facilities, the cultural center, is just unattainable eye candy.

By the way, why did you remove the ship yard bonuses from the cultural centers? I thought that that was a really interesting idea, further emphasizing the importance of a homeworld (and ensuring that the AI had a couple hundred defense satelites in orbit by turn 3 ).

P.S. for the cargo thing, I do not consider a fleet of 89 massive starliners to be a single high tech ship, just a more realistic alternative for planetary evacuation/transport than the 300+ ship fleet that would otherwise be needed for the same job (and those were under some pretty optimal conditions).
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Old April 5th, 2002, 01:23 PM
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PsychoTechFreak PsychoTechFreak is offline
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by PvK:
My understanding of the current mechanic is that actually, the weakest unit on a planet is the one that gets destroyed first. With weaker troops, they get shot off before weapon platforms.


Is it ? This would not be consistent with ship components to be hit chances. The higher the resistance the more chance to get hit, that is what your changes to the standard and emissive armor is about, isn't it? I have tried to destroy the basic life supports (1kT) in a starliner, it was almost impossible because of the more resistant components which always have been destroyed first.
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Old April 5th, 2002, 04:19 PM
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Default Re: Proportions Version 2.0 available

quote:
Originally posted by PsychoTechFreak:
Is it ? This would not be consistent with ship components to be hit chances.


PvK is right, the smallest unit gets destroyed first. Always.
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Old April 5th, 2002, 06:48 PM
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Default Re: Proportions Version 2.0 available

Yes, but Damage Resistance is the important point regarding this issue:

Name := Basic Life Support
Description := Mechanical means to generate a livable atmosphere on a starship. This system is not built for compactness, or to withstand battle damage, but is less difficult to manufacture.
Pic Num := 5
Tonnage Space Taken := 15
Tonnage Structure := 1

This component is extremely hard to hit. And if I carry over this idea to the proportions troops, with an extremely higher damage resistance, they would be easier to hit than they have been before.
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Old April 5th, 2002, 07:48 PM
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Default Re: Proportions Version 2.0 available

QuarianRex has a point. Cultural facilities need some cost adjustments. To keep the spirit of this mod, namely the supreme importance of Homeworld, it would be nice to make some changes to decrease the cost of low level facilities but keep cultural center as it is. It takes only 3-4 turns to research Construction I and make Cities obsolete. At the same times it takes years and years to build even one city on any colony. I don't think it is right. Every unique and important steps in colony development needs some game time window to be useful and worthy to be build. I suggest to increase the research cost of megapolis (construction II ?) and decrease a bit the production cost of cities.
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Old April 5th, 2002, 08:49 PM
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Default Re: Proportions Version 2.0 available

The situation is different with planet cargo under bombardment than it is with ship system damage. Ship system damage is allocated in a far more varied fashion, which is why the armor components in Proportions work so well.

The smallest ship component is only rarely damaged first. A ship with a large proportion of structure in high-strength Proportions armor components (that lack the "always first hit 'Armor'" ability) will tend to get hit in the armor, and frequently absorb the blow until accumulated damage is enough to destroy the entire armor component hit. Sometimes a small ship component will be hit first, though, but it's rare, apparently in proportion to its structure compared to the rest of the components left on the ship.

For planetary cargo, however, the weakest total-damage-capacity cargo items get bLasted first, which is why troops without boosted strength get shot off first. It also means that if you build a "shield base" weapon platform, it won't protect your weaker-damage-capacity, armed weapon platforms! (Small shield platforms combined with larger armed platforms may work out, though - compare their total strengths.) This is on the suggestion list to change, though. At which point, I would take another look at Proportion troop strengths.

PvK


quote:
Originally posted by PsychoTechFreak:
Yes, but Damage Resistance is the important point regarding this issue:

Name := Basic Life Support
Description := Mechanical means to generate a livable atmosphere on a starship. This system is not built for compactness, or to withstand battle damage, but is less difficult to manufacture.
Pic Num := 5
Tonnage Space Taken := 15
Tonnage Structure := 1

This component is extremely hard to hit. And if I carry over this idea to the proportions troops, with an extremely higher damage resistance, they would be easier to hit than they have been before.

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Old April 5th, 2002, 08:58 PM
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ZeroAdunn ZeroAdunn is offline
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Default Re: Proportions Version 2.0 available

I had an idea recently to solve the long city build time and make it more realistic at the same time:

Why not create different levels of the city center? Each one could be about a year or two build time difference, with the first taking something like 5 years. Each one would get progressively more advanced, slowly adding the new areas and increasing the already existing abilities.
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