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Posted by: subvironic
« on: February 04, 2024, 01:30:33 PM »

Weapon types other than the ones I picked at start need to be "discovered" or rather observed to be feasible.

Stated personality of leaders influences decisions -an impatient fleet commander might rush in, for example.

Posted by: Garfunkel
« on: February 03, 2024, 05:21:21 PM »

In my current game, (shameless self-promotion: http://aurora2.pentarch.org/index.php?topic=13426.0) I have not reduced survey or research speeds, though limited research admin is on. However, the nations in play cannot research shields, jump theory or any TN-engines yet, nor can they build shipyards. These will all be story breakthroughs that will revolutionise the geopolitical and technological landscape of the campaign. Similarly, nobody is using automines or mass drivers or terraforming installations - yet. Their introduction will also be a 'story event'.

Of course, this is only feasible because I am playing multiple Earth factions against each other - house rules like these would make little sense in a normal game.
Posted by: Falryx
« on: February 03, 2024, 10:38:55 AM »

This is a bit of thread Necro - but most of these are house rules around 1-13.   Now that we've moved to 2-5-1 I'm curious if people's house rules have changed any.

My configuration settings and house rules tend to be an effort to try and even the playing field between me and NPRs as much as possible in order to increase the difficulty level of the game (and ruin my own life and enjoy it).   As a result I tend to:


- Difficulty modifier: 200+
- Hostility modifier: at least 25, often 50 or 100.
- limited research admin ON
- no terraforming OR terraforming only with facilities discovered on ancient ruins.  they may not be constructed (including orbital ones)
- no automines - except those discovered on ancient ruins.   they may not be constructed.
- either: no mass drivers OR mass drivers only if a certain technology unlocks them (or ancient ruins).  If I permit MDs they may only have an unpopulated colony as the destination.
- no box launchers on anything over 1000 tons. 

On terraforming, I don't think NPRs can terraform - so that means they have a reduced ability to colonize.   I feel like having a key capability that NPRs can't use dramatically affects the balance of power in a game.   So I ditch it.   While I could argue that NPRs can take over my colonies that I terraform, I feel like terraforming makes it possible for me to expand faster / with greater ease than NPRs.

Automines and MDs are more about just making my life harder for pain and enjoyment.   I waffle on whether or not to not use automines, because at some level there's balance built into the game already and realistically building dozens of ark modules is sometimes more pain than I want to put up with.   For MDs - I mostly don't feel like governments would happily fling life-ending masses of dense materials into the orbit of inhabited colonies on a regular basis.   One single mistake seems like it carries way too much risk.

The box launcher thing is because of a (perhaps outdated) perspective that NPRs don't handle them well in volumes.   So it feels like an unbalanced option for larger vessels.

Lastly, I've been experimenting with picking 1-2 weapons at the start (e. g.  carronades, gauss) and then using SM to remove all other weapon technology.   When I do that, I make a house rule that I can't research those initial levels - I must get them from NPR wrecks.   Once I have the basic technologies, then it's open game.   Sometimes I lock MDs behind railgun technology as a result.   This means I have to stick to a military doctrine/capability longer.   

Re-reading this thread, I'm likely to:

- reduce survey speed significantly (looks like there's a sweet spot of 5-15%).
- change low gravity tolerance for humans to 4/10ths of a g
- consider ArcWolf's 9/28/2021 update to his box launcher rule.  :)

(note not using decimals because of built-in anti-newbie code that makes all my decimals have spaces, alas)


Posted by: ArcWolf
« on: September 28, 2021, 05:41:20 PM »

New house rule regarding box launchers for my current playthrough.

Since cruisers and pre-dreadnaughts often carried torpedos (and for the most part they were not reloadable) during the age of Steam & Steel, i'm going with a rule that ships are only allowed 10 MPS worth of Box launchers per 5K Tons.

A 10K tons ship can have 20 MSP, so 4x Size 5 launchers or 2x size 10 etc. But a 12k Ton ship is still limited to 20 MSP, only once you pass the next 5K threshold can you add more MSP worth of launchers.

This allows all ships to have the option of some missiles but avoids the Box spam where one 10K Ton ship can launch 50 missiles at once.
Posted by: serger
« on: September 25, 2021, 12:02:54 PM »

You can make it practically renewable by DIM_SystemAbundance table modding, with a cost of no bugreporting.
Posted by: Blogaugis
« on: September 21, 2021, 11:45:34 AM »


This is technically true but "time" is not an infinite resource.

For a current analogue, Mo-99/Tc-99m production which is used for most medical diagnostic imaging procedures worldwide is fabricated at a rate of roughly a kilogram per year, and generally the state of world supply can be characterized as a shortage - in other words, we need more capacity than we have, so the low rate of production is not due to low demand. This is to be frank pretty typical of nuclear fabrication. Even with the famous TN handwaving of Aurora we are still talking about essentially scaling up to an entire planet's population of workers and the necessary hundreds if not thousands of advanced reactors employing them just to produce a few tons of a TNE per year - a nice, comfy CC=0.00 planet with 500m pop can perhaps match the output of one mine at base tech, if we are generous.

Even leaving aside Steve's distaste for the idea (which is based on very sound gameplay reasons IMO) it's simply not a feasible approach and strains credulity at best.
Which ironically makes the renewable resources, not renewable to begin with.  ::) ;D
So, thanks for, indirectly, supporting my idea.  ;)

Since time is limited anyway, these regenerating resources are not renewable. They are only renewable, if we take time out of the equation.
Posted by: nuclearslurpee
« on: September 21, 2021, 10:04:17 AM »

Given enough time, miligram after miligram or ounce after ounce and You'll eventually make it to ton...

This is technically true but "time" is not an infinite resource.

For a current analogue, Mo-99/Tc-99m production which is used for most medical diagnostic imaging procedures worldwide is fabricated at a rate of roughly a kilogram per year, and generally the state of world supply can be characterized as a shortage - in other words, we need more capacity than we have, so the low rate of production is not due to low demand. This is to be frank pretty typical of nuclear fabrication. Even with the famous TN handwaving of Aurora we are still talking about essentially scaling up to an entire planet's population of workers and the necessary hundreds if not thousands of advanced reactors employing them just to produce a few tons of a TNE per year - a nice, comfy CC=0.00 planet with 500m pop can perhaps match the output of one mine at base tech, if we are generous.

Even leaving aside Steve's distaste for the idea (which is based on very sound gameplay reasons IMO) it's simply not a feasible approach and strains credulity at best.
Posted by: Garfunkel
« on: September 21, 2021, 05:27:43 AM »

Nope. Something like that gets suggested every now and then but Steve has always said the same thing: acquiring more TN minerals is one of the core tenets of the game and he does not want it to be circumvented even at a limited scale.
Posted by: Blogaugis
« on: September 21, 2021, 04:47:17 AM »


The problem here is one of scale. Aurora works at a scale where TNEs are measured in tons. There are obviously individual unit or component costs in the fractions of a TNE but these generally need to be built at scale anyways. Nuclear fabrication really doesn't work at that scale, and the set of elements for which it is practical is really a very small subset of those needed to run a modern technological society.
Given enough time, miligram after miligram or ounce after ounce and You'll eventually make it to ton...
It can be an interesting thing to have TNE purifying facilities, whose efficiency is limited by the size of the body they are on - which could give an extra emphasis on territory control, and even if a player ever goes on a limited expansion, or even stays only in the starting system, it still gives him/her/it an option to acquire more resources. Of course, it shouldn't surpass the regular mining techniques.
Alas...
Not personally a fan, and more importantly Steve has flatly denied this possibility many times so it will not happen either way.
That basically settles it. Steve hasn't changed his mind about that?
Posted by: nuclearslurpee
« on: September 20, 2021, 07:48:09 PM »

Even in our world, no element in the periodic table is truly non-renewable: you can bombard any element with sufficient energy to convert it into any other element, provided you have sufficient power to do so - our nuclear power plants pretty much opened this new capability... Of course, the amount acquired this way is quite low, it will hardly be enough to satisfy the full demand, but at least it is a way to get the rare elements if you are desperate enough.

The problem here is one of scale. Aurora works at a scale where TNEs are measured in tons. There are obviously individual unit or component costs in the fractions of a TNE but these generally need to be built at scale anyways. Nuclear fabrication really doesn't work at that scale, and the set of elements for which it is practical is really a very small subset of those needed to run a modern technological society.

Quote
And this got me thinking - say folks, what do you think of synthetic Trans-Newtonian element plants? These can be extremely expensive to operate in terms of wealth, cheaper if you convert existing TN element into other TN element, but... we do have some equivalents in our real world - there were synthetic oil plants and fuel substitutes in world war 2...

Not personally a fan, and more importantly Steve has flatly denied this possibility many times so it will not happen either way.
Posted by: Blogaugis
« on: September 20, 2021, 01:25:37 PM »

To be completely fair, there's literally nothing in the world even remotely as valuable as TN materials are in Aurora. The closest thing would MAYBE be something like uranium, or some other radioactives maybe, but TN materials are orders of magnitude more important. After all they are limited, they don't renew at ALL, and have NO  possible substitute ever. Without them you are stuck on earth while waiting for the heat death of the Universe  ;D

Well, we know there is no substitute ever for them; they have no more evidence about it, then we (real ones) know it about iron and rare earth metals ores, hydrocarbons and phosphates: all those are non-renewable (in quantities) and we know no way to build or support civilization without those. Yet nearly all extraction industry of those remains commercial.
And that is... a bit of a gripe for me - the only way to feasibly acquire more of TN elements is to expand - more solar systems are generated, more TNEs to acquire... (salvaging civilian ship wrecks is... so odd, that I consider this as a too perverted way to acquire TN elements).
Even in our world, no element in the periodic table is truly non-renewable: you can bombard any element with sufficient energy to convert it into any other element, provided you have sufficient power to do so - our nuclear power plants pretty much opened this new capability... Of course, the amount acquired this way is quite low, it will hardly be enough to satisfy the full demand, but at least it is a way to get the rare elements if you are desperate enough.
And this got me thinking - say folks, what do you think of synthetic Trans-Newtonian element plants? These can be extremely expensive to operate in terms of wealth, cheaper if you convert existing TN element into other TN element, but... we do have some equivalents in our real world - there were synthetic oil plants and fuel substitutes in world war 2...
Posted by: Kristover
« on: September 03, 2021, 11:43:38 AM »

For me it isn’t that I don’t have time to finish a new game before the next version.  It is a combination of A) I always have another game lined up to keep me occupied and B) the next version has a feature that once I hear about I decide I can’t do without - in this case the new spoilers are a big draw.
Posted by: nuclearslurpee
« on: September 03, 2021, 11:27:18 AM »

Agh, the agony of knowing 1.14 is probably relatively close but wanting to start anew...

From experience, the next update is rarely close enough that you won't restart abandon finish a game before it comes out...
Posted by: seinwave
« on: September 03, 2021, 08:28:05 AM »

Dang this thread makes me want to abandon my current game and start again. I play on 50% research but I hadn't even considered dropping survey speed. One of the things that rubs me the wrong way is how quickly your survey ships vastly outpace any kind of expansion effort, and reduced survey speed sounds like just the ticket.

Try 5-10%.  That may sound weird but it actually makes exploration match the expansion rate of productions + engine speed very nicely to the point I think it should be default.  Most surveying is more dependent on engine speed because you spend most of exploration in transit anyways.
Agh, the agony of knowing 1.14 is probably relatively close but wanting to start anew...
Posted by: Kristover
« on: September 03, 2021, 08:05:35 AM »

Dang this thread makes me want to abandon my current game and start again. I play on 50% research but I hadn't even considered dropping survey speed. One of the things that rubs me the wrong way is how quickly your survey ships vastly outpace any kind of expansion effort, and reduced survey speed sounds like just the ticket.

Try 5-10%.  That may sound weird but it actually makes exploration match the expansion rate of productions + engine speed very nicely to the point I think it should be default.  Most surveying is more dependent on engine speed because you spend most of exploration in transit anyways.