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Posted by: ollobrains
« on: May 23, 2012, 06:57:39 AM »

or seperating them but not having the smaller species compeltley die off, some sort of seperation planet side maybe
Posted by: sonofliberty
« on: May 23, 2012, 06:17:15 AM »

I agree with removing it for your sub species, but keeping it for unrelated species.
Posted by: Garfunkel
« on: May 23, 2012, 05:22:30 AM »

Wouldn't miss it at all.
Posted by: Havear
« on: May 22, 2012, 02:22:42 PM »

I'd prefer removing minority status and instead have some sort of Xenophobia penalty. Single species worlds would be unaffected. Two-species worlds would either have a low xenophobic unrest penalty (like Xenophobia / 5) when one species is an offshoot of the other, or a higher unrest penalty (like Xenophobia / 2) when the two species are completely alien to each other. Multiple species would have penalties stack on each other into a larger penalty.
Posted by: Mel Vixen
« on: May 22, 2012, 12:29:25 PM »

Well i dont mind if the Minoritys go but maybe they need just some tweaking? For example removing the minority status if the Population hits either 25 Mil or 10% if another Species is present in the colony.
Posted by: Nathan_
« on: May 21, 2012, 06:28:08 PM »

"I am tempted to remove the unrest penalty for "minority species". Would anyone miss it?"

Is it possible to create 10 or more colonies on the same world? I can see some gamey abuse issues that might result if someone were so inclined.
Posted by: Sotak246
« on: May 21, 2012, 04:04:09 PM »

I wouldn't miss the minority penalty at all.

Mark
Posted by: Beersatron
« on: May 21, 2012, 11:56:14 AM »

I am tempted to remove the unrest penalty for "minority species". Would anyone miss it?

Steve

What if you exclude the minority unrest if it is a species derived from the majority species but keep it if it is a truly 'alien' species - maybe one you have transplanted from a conquest.

i.e. 'Home Sapiens' would get on well with 'Homo Lunariens' but not so well with the 'Squidilians of Thelmar iV'.

Do you already factor in the xeno rating of the two species? That might be a good factor to use in the unrest calculation.
Posted by: Steve Walmsley
« on: May 21, 2012, 11:49:50 AM »

I am tempted to remove the unrest penalty for "minority species". Would anyone miss it?

Steve
Posted by: Nathan_
« on: May 20, 2012, 09:09:09 PM »

I haven't run into the minority whining problem on Titan, is it because all the unmodified humans live in domes vs the new natives? Even with 10M conversions per year the original pop is still growing, of course the freighterswarm is contributing to that as well.

Anyway, as others have suggested, an orbital habitat is probably the cleanest way of setting up a new species.
Posted by: Mel Vixen
« on: May 20, 2012, 05:53:23 PM »

Normaly i do my moonies (got to use sols realestate) with the aid of some Orbital habs. I just ship them and a couple of genetic modcenters to a planet and create a Human colony. Then i set the GM-centers to produce the species i want. Constant shipping of normal Humans to the Habs ensures a rapid growth of my new species which quickly removes the "Minority" issue.

I could imagine xenophobia could play a role here since my fashist empire had more problems then my republics.
Posted by: Marthnn
« on: May 07, 2012, 03:15:05 PM »

Yes, the last few colonists not loading seems to have come up a few times before. If the number of colonists remaining is less than the capacity of the transport it seems to not like to pick them up.
Another solution, turn SM on and alter the populations to "move" them and effectively empty the colony.

IMO, SM mode is there for that kind of annoyance. Wish I could do the same with mineral packets in limbo...
Posted by: Person012345
« on: May 07, 2012, 03:08:31 PM »

They will complain about being a minority no matter where they are. It's about ratios of one species against the other. I had the same issue, but it's built-in mechanics. Since I was playing with biomodifications only once so far, I don't know what you can do to lose the "minority status."

I'm pretty sure ground troops will pacify them thou.
This is also pretty much my main reason for supporting the "hidden events shouldn't trigger interrupts" thing. People bitching and whining about being a "minority" when you've just given them a brand new planet to live on. It's also one of the reasons I won't use genetic modifications as it stands.

As for the colony problem, you could just abandon it and forget about them, or else I posted up a micromanagey workaround somewhere... let me find it.
It won't let you load -more- than the available amount of colonists. however, there is a way to do it. Pain in the ass, but still...

Basically, the number it shows you is rounded. So, tell it to load 45,000 colonists. Then, tell it to load 1,000 colonists, and repeat until it gives you the error. Then tell it to load 100, and repeat until it gives you the error. The colony should then have 0 population and be listed under "other colonies" (IE. uninhabited). I don't think Aurora tracks the population into the 10's, but it might be worth telling it to load 10 just in case.
-edit- Of course, you wouldn't tell it to load 45,000, that was specific to the other case, just tell it to load as many as you know at least are there. If you just say "load colonists" it tries to completely fill the transport, and if you have more space in the transport than there are colonists, for some reason they just throw their hands up and send everyone home.
Posted by: Haji
« on: May 07, 2012, 02:35:33 PM »

I have decided that if I plan on doing species modification, I'll just build the Genetics labs on the planet and convert Humans to the new species.


They will complain about being a minority no matter where they are. It's about ratios of one species against the other. I had the same issue, but it's built-in mechanics. Since I was playing with biomodifications only once so far, I don't know what you can do to lose the "minority status."

I'm pretty sure ground troops will pacify them thou.
Posted by: metalax
« on: May 07, 2012, 01:51:26 PM »

Yes, the last few colonists not loading seems to have come up a few times before. If the number of colonists remaining is less than the capacity of the transport it seems to not like to pick them up.