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Old December 14th, 2004, 04:08 PM
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Default Re: Starting Facilities?

Quote:
douglas said:Position in the file is irrelevant for the resource/research facilities.
no its not. it picks in order of resource generation, then in order of file. it might actually pick in order of tech level, rather than resource generation - im not sure.

I was playing with it in a custom Version of porportions where i wanted to give homeworlds "Agrarian Cultural Centers" and "Rad Extraction Mega-Complexes" (or whatever they were called) for their starting facility slots.

Position in file definitly made a difference for which facility it would select, as did tech level.
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Old December 14th, 2004, 05:13 PM
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Default Re: Starting Facilities?

For resource facilities, position only matters if there is a tie. If all of the facilities produce different amounts of resources, the one that produces the most of the relevant resource will always be used, regardless of position. The Last facility in the file will be used in the case of a tie.

Tech req levels are completely irrelevant though (as long as you are only looking at facilities that are available to build). With two identical facilities, the Last in the file is always used, even when the first has 10 tech levels of requirements and the second has 1.
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Old December 14th, 2004, 06:00 PM
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Default Re: Starting Facilities?

In the STM we use differant facilities for general race to standard race and these facilities are chosen by the amount of resources they produce. So the races start with THIER own facilities.
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Old December 15th, 2004, 10:45 AM
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Default Re: Starting Facilities?

Wow. This has all been quite helpful. Thanks a heap!

Anyhoo...I figured that it was only one of the radiation and organic, but I wasn't 100% sure on the rest, or exactly how it went through the different levels of available things.

Now that those questions are answered, I'll reveal my evil plot: I'm toying with the idea of having the Resupply Depot be more like the capital of the colony than just a place to resupply things. A basic RD is dirt cheap and can be built for 200 minerals, but really doesn't give you much (mind you, I'm also using the Quasi-Newtonian Propulsion idea that I've seen and taken quite a liking to, and making supply matter more, somewhat limiting the range of ships). The upgrades are progressively expensive and are (mostly) available from the beginning of the game. The biggest one initially available I figure on having produce less resources than the big extraction facilities you start with and being able to resupply. Basically, it would represent development to the colony as a whole.

I'm also considering the bigger ones giving you a population bonus, bonuses to production, and so forth, but not to the level that the facilities that actually do these things do. That way, the capital has a level of influence that generic facilities don't have, while the actual bonus facilities would drastically increase this (as the add further development to the planet). This are still a bit up in the air at the moment, as I'm not anywhere near finished, but that's the basic idea so far.
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