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September 13th, 2003, 05:02 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: deadly conditions.
Note that the conditions improvement plants only kick in on every 10th turn. (turns ending in 24XX.0)
Given 300 turns though, and a CI 3 plant, the planet would have improved by +90%
Were you running a finite resources game, perhaps?
For finite resources the value improvement plants multiply with the value, rather than add. Conditions improvement may do the same thing, and as we all know, zero times anything leaves you with zero
PS:
They do stack fully, so building 5 CI 3 plants on a planet makes conditions improve by 15% per year.
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September 13th, 2003, 05:23 PM
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Re: deadly conditions.
Suicide Junkie, both my tests were made in a regular game, with the stock game, but it is the same in AIC and TDM so I gather it applies to every mod. Perhaps you need an even longer period of time? But that would seem unlikely.
I will try to see what happens after a few thousand turns.  (With a book holding the magic key obviously) I was myself using the CI3 facilities, and Oleg tried the Nature Shrines, which are usually working quite fast (a few years).
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September 13th, 2003, 06:09 PM
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Shrapnel Fanatic
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Re: deadly conditions.
Conditions are stored as a variable ranging from 0.00 to 1.50. Conditions improving facilities improve by .01-.03. So, after 200 turns, it should have improved by .60. IIRC, the lowest threshhold for Unpleasant is .70, so dropping by 20 should have made it .50, and 200 turns should have brought it to 1.10, which is Mild IIRC.
Are you certain there is no other event with the same label and such that could have dropped it by more than 20 (.20)? If the conditions dropped to 0, they would have to be raised by around 70 to hit unpleasant again (I think that is the lowest for unpleasant, though I am not certain).
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September 13th, 2003, 06:33 PM
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Re: deadly conditions.
Fyron, I used a Deadly planet made thanks to the editor for my own test. Could it change the outcome? I will try with a starting condition as low as possible, but other than 0.0, perhaps you cannot increase this variable if it reaches 0.0?
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September 13th, 2003, 06:50 PM
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Brigadier General
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Re: deadly conditions.
true, if the conditions were indeed 0 the improvement plant will not help. The plant multiplies 1.03 with the current value, not adding 0.03.
So, 0*1.03^20 is still 0.
Rollo
[ September 13, 2003, 18:05: Message edited by: Rollo ]
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September 13th, 2003, 07:06 PM
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Re: deadly conditions.
You are indeed right Rollo, I tried with a value of 0.1 and more than 400 turns later, I managed to have conditions of Harsh. Way too long to be worth it obviously.  I will now be trying to see what happens with 0.0 after a *very* long period of time. (Even if it should remain 0, no matter how many years go by, perhaps there is another factor helping such planets?)
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September 13th, 2003, 07:09 PM
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Shrapnel Fanatic
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Re: deadly conditions.
Umm... are you sure it multiplies? I could have sworn it adds... must test this again. 
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