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Posted by: Brian Neumann
« on: November 20, 2007, 10:41:45 PM »

You might want to make it something along the lines of damage over time.  Say adding half the damage of multiple salvoes in 30 seconds.  This would let smaller weapons with good capaciters be more effective than larger weapons with worse capaciters.  It would also allow for the big gun effect that civilians want.  That is that a big gun is better than a rapid firing gun to them.  

A 15cm laser does 6 points and with capaciter 6 would have a value of 21.  A 15cm C3 fires every 10 seconds and would have a value of 12.  A 30cm C5 would have a value of 24, while a 30cm C8 would be up to 36.
 
This would give higher tech weapons a balance factor which is not there presently and make it so that higher tech ships would have a better pacifing effect.

Brian
Posted by: Randy
« on: November 20, 2007, 09:04:35 AM »

Quote
That is a very good point. I should probably make PPV based on cost, not space.

Steve


Actually, you should base it on the strength. ie a laser capable of 8 points of damage should be twice as effective as one capable of 4 points...

Thus PPV value goes up as firepower does (similar to the same effect seen for ground units).
Posted by: SteveAlt
« on: November 20, 2007, 06:39:09 AM »

Quote from: "Father Tim"
My only concern is that as tech levels increase, ground units become MUCH more effective than fleet units.  Since ground units are judged on strength, but fleet unit are judged on space, the cost of equivalent PPV fleet units goes up . . . WAY up.  A militarily-useful PDC rapidly becomes ten times the cost for the same PPV.

*18 PPV will keep ~25 million Alzarians happy.

That is a very good point. I should probably make PPV based on cost, not space.

Steve
Posted by: Father Tim
« on: November 18, 2007, 10:13:53 PM »

Quote from: "Kurt"
Steve - would it be possible/desireable to let ground troops count as "protection"?

Not much, but it would certainly help in giving protection to far-flung colonies if stationing a division or two satisfied their desire for protection.

Kurt


In a way they do.  Assuming there is no 'fleet' protection on a colony, it will generate 25 Unrest points per turn.

[Unrest Modifier = 1
Posted by: Kurt
« on: November 18, 2007, 02:25:47 PM »

Quote from: "Steve Walmsley"
Insufficient Local Defence
Populations of at least ten million may require the presence of military forces, such as warships, orbital bases or PDCs. In some cases, such as Imperial Populations, Candidate Population and, to a lesser extent, Subjugated Populations, this is because they desire protection from hostile aliens. In the case of Vanquished populations, it is to remind the population of the orbital bombardment that caused their surrender and in the case of Client Populations, it is to reassure the inhabitants that they made the right decision in joining the Empire. The demand for protection from Client Populations is particularly strong as they no longer have their own military to rely on. The amount of protection required is based on:

Required Protection = Population in millions x Militancy/100 x Political Status Protection Modifier
Steve


Steve - would it be possible/desireable to let ground troops count as "protection"?

Not much, but it would certainly help in giving protection to far-flung colonies if stationing a division or two satisfied their desire for protection.

Kurt
Posted by: Steve Walmsley
« on: October 13, 2007, 08:21:14 AM »

Quote from: "??rgr?mr"
Steve, you may want to add a plateau ASAP. In the first version of the Roman campaign, my population on Terra had risen to 27 billion and the requests for protection began to skyrocket. In fact so fast I had to build nothing but Continental Class PDC's, but it was heading to the point I could NOT build enough items to keep the unrest under control without SMing them.  :wink:

Both good points. One option to solve both of them might be to continue reducing the growth rate below 2%. The current formula for pop growth means that you drop to a 2% growth rate for a pop of 1000 million but any reductions below that are ignored so it never falls below 2%. I have removed the minimum cap so by two billion pop the growth rate is 1.58%, at five billion it is 1.17% and at ten billion the growth rate is 0.93%. Your 27 billion pop would have a growth rate of 0.67%.

However, even with those figures I think you will still run into the protection value problems so I have placed a cap on the required protection at five billion pop. Populations larger than five billion won't demand any more protection than a population of five billion.

Steve
Posted by: SteveAlt
« on: October 09, 2007, 03:47:41 PM »

Quote from: "sloanjh"
Shouldn't it be "required infrastructure" in the denominator for the infrastructure unrest rather than "available infrastructure"?

Yes it should be. It is Required Infrastructure in the actual code.

Steve
Posted by: sloanjh
« on: October 09, 2007, 03:20:49 PM »

Shouldn't it be "required infrastructure" in the denominator for the infrastructure unrest rather than "available infrastructure"?

John
Posted by: Þórgrímr
« on: October 09, 2007, 11:25:27 AM »

Quote from: "SteveAlt"
Not at the moment. PDCs are the way to go if you get a high protection level. A good public affairs officer also helps.

Steve


Steve, you may want to add a plateau ASAP. In the first version of the Roman campaign, my population on Terra had risen to 27 billion and the requests for protection began to skyrocket. In fact so fast I had to build nothing but Continental Class PDC's, but it was heading to the point I could NOT build enough items to keep the unrest under control without SMing them.  :wink:


Cheers,
Posted by: SteveAlt
« on: October 09, 2007, 11:17:29 AM »

Quote from: "Erik Luken"
Does Requested Protection Level ever plateau?

Not at the moment. PDCs are the way to go if you get a high protection level. A good public affairs officer also helps.

Steve
Posted by: Erik L
« on: October 09, 2007, 11:09:41 AM »

Does Requested Protection Level ever plateau?
Posted by: Arwyn
« on: September 06, 2007, 03:06:51 PM »

Glad to be of some small help. :twisted:
Posted by: Steve Walmsley
« on: September 06, 2007, 07:23:20 AM »

Quote from: "Arwyn"
I think you could leave the factors and instead call it "Planetary Stability", or "Political Stability".

That way it becomes a little more in line with the other indexes, as Stability drops, you get Unrest. :)

I have gone for Political Stability - thanks for the suggestion. I have changed the other political modifiers to Political Status Production Modifier and Political Status Wealth/Trade Modifier, to distinguish between status and stability.

Steve
Posted by: Arwyn
« on: September 05, 2007, 11:13:04 AM »

I think you could leave the factors and instead call it "Planetary Stability", or "Political Stability".

That way it becomes a little more in line with the other indexes, as Stability drops, you get Unrest. :)

Looking forward to this one, I think its going to add quite a bit to the game.
Posted by: Randy
« on: September 05, 2007, 11:06:41 AM »

To me its the word "Unrest" in this context seems to imply the population is at 100% unrest (ie just about to revolt...).

In reality it is at 0% unrest, 100% happiness...

So maybe "Happiness Production Modifier" would be a little more clear...