Aurora 4x

VB6 Aurora => VB6 Mechanics => Topic started by: Kaiser on February 28, 2014, 04:18:15 AM

Title: Scientists
Post by: Kaiser on February 28, 2014, 04:18:15 AM
I think there is somewhere a topic like this, but I could not find it.. anyway, does someone knows how a specializated scientist appears? In my actually campaign, I have only production/construction, sensors and fire control and power and propulsion scientists and after 70 years, I never ever got scientists on defense, energy weapons, biology and logistic fields which I have a desperate need!!! they continue to appear only in the first group of research; I thought they may be influenced by the type of government, but I changed it different times from fascism, to pax utopia, but nothing has changed.
Title: Re: Scientists
Post by: alex_brunius on February 28, 2014, 06:16:12 AM
It's random. The more Academies you build and the more leaders will be graduated every update, so with more Academies built you have a higher change of getting the kind you want.
Title: Re: Scientists
Post by: Kaiser on February 28, 2014, 09:31:45 AM
thank you
yes I know about academy, I just built another one. I remember also in another campaign, after many years I had 6-7 scientists about missile/cinetik weapons and no one appeared about production, power system..
I think that Steve should improve such simple random system, for example getting a tipe of scientist according the type of government (for instance more chance to get a missile/cinetik weapon scientist if you are fascist or military theocracy than construction/production) or a system where you can decide to form a set of scientists in a determinate field over time.
Title: Re: Scientists
Post by: sloanjh on March 02, 2014, 08:26:49 AM
You do know that a propulsion specialist can research defense systems, right?  She just doesn't get the big bonus....

John
Title: Re: Scientists
Post by: Kaiser on March 02, 2014, 04:09:36 PM
Yes of course I know it  :D just I think that scientists should be linked to some other factor as the form of govern or something else that you can control and not just simply randomize.
Title: Re: Scientists
Post by: Panopticon on March 02, 2014, 04:16:11 PM
Something like the ability to subsidize a field of training by putting money into it, which increases the odds of a graduate in that field at some point perhaps would be cool. I also tend to enjoy just RPing with whatever the game gives me though.
Title: Re: Scientists
Post by: PaxMondo on March 02, 2014, 05:28:06 PM
It would be nice in SM mode to be able to adjust Scientists ... I have an RP concept and it requires a singular Scientist as part of the concept.  Very time consuming to roll up one that looks like what I would like to see.
Title: Re: Scientists
Post by: Bgreman on March 03, 2014, 11:03:17 AM
Something like the ability to subsidize a field of training by putting money into it, which increases the odds of a graduate in that field at some point perhaps would be cool. I also tend to enjoy just RPing with whatever the game gives me though.

This is what I did in my LP: I allowed the UN to subsidize study in a specific field by constructing a new academy and paying some amount of wealth.  They built a "Propulsion Academy" and now each time a scientist is generated, I give them a 20% chance that it changes to a PP specialist until they get one.  (They haven't gotten one yet).
Title: Re: Scientists
Post by: Serpentine on April 15, 2014, 01:57:54 PM
Any thoughts on the optimum number of academies to give a reasonable chance of scientists in each field after a few years?

In my current game, I don't have a huge fleet at the moment so I don't want a heap of unassigned naval officers, I have a few excellent scientists in sensors, propulsion etc but need some other areas (construction in particular) and I am thinking of building a few more academies.
I guess most people choose their number of academies on the basis of military and administration needs rather than scientists.

Would be nice if you had universities to generate administrators/scientists and military academies for naval/ground officers. . .
Title: Re: Scientists
Post by: xeryon on April 15, 2014, 02:13:13 PM
If you are really hard up you can enable SM and re-roll your scientists.  Otherwise, one of my first buildings is usually an academy and I try to scale up to 5 of them by the time I am fielding a full battle fleet.  By that time I usually have at least one of each field.  Sometimes it does take 10-20 years though.

In my current campaign I am about 15 years in and there are around 15 scientists.  IIRC 6 are Energy, 3 are C/P, 3 are Logistics, one Bio, one Def and one M/K.  It's very lopsided, I agree.
Title: Re: Scientists
Post by: Sharp on April 15, 2014, 03:04:02 PM
4 Bio, 2 Energy, 2 Sensor, 1 MK

My propulsion tech is going veeeeeery slooooowly and I have about 5 academies now and working on another 5. At least I have lots of spare bodies for various teams and task forces.
Title: Re: Scientists
Post by: Serpentine on April 16, 2014, 07:52:35 AM
Quote from: xeryon link=topic=6842. msg71576#msg71576 date=1397589193
If you are really hard up you can enable SM and re-roll your scientists.   Otherwise, one of my first buildings is usually an academy and I try to scale up to 5 of them by the time I am fielding a full battle fleet.   By that time I usually have at least one of each field.   Sometimes it does take 10-20 years though.

In my current campaign I am about 15 years in and there are around 15 scientists.   IIRC 6 are Energy, 3 are C/P, 3 are Logistics, one Bio, one Def and one M/K.   It's very lopsided, I agree.

Yeah, I was thinking about 5 was optimal. 
That would give me a decent number of scientists and administrators. 
I'm trying to work out the ratio of ground force officers to naval officers generated by academies as I could use some more colonels as I'm RPing a decent standing army.
God knows what I'll do with all the excess junior naval officers though. . .  a brutal promote or discharge regime maybe  ;D
Title: Re: Scientists
Post by: xeryon on April 16, 2014, 12:29:25 PM
Officers of all levels are discharged from the service after 6-7 years of no assignments.  If you are building a substantial ground force the officers will have assignments and not be discharged and the ranks will grow over time.  The navel officer numbers will remain somewhat static in relation to the academy level.  Thankfully, scientists and administrators do not suffer the same fate. 

It would be interesting to see the game dynamic of having scientists and administrators using the same revolving door that ground and navel officers have.  Increase the rate of their hiring but if you don't put them to work somewhere they will eventually leave for greener pastures.  Which leads me to an entirely different question of why scientists and administrators are tied to a military academy?  I would like to see them separated out to being produced from a university.  While avoiding the minefield of subsidizing scientist specialization this would allow some granular control over the non military staff production rates.  The presence of a military academy or a university building in a colony could also be tied to a general improvement in research rates of the local labs or military capability of stationed ground or orbiting navel forces.
Title: Re: Scientists
Post by: Wolfius on April 16, 2014, 03:00:11 PM
Officers of all levels are discharged from the service after 6-7 years of no assignments.

Only if you turn auto-assignments on.

Title: Re: Scientists
Post by: xeryon on April 16, 2014, 03:44:27 PM
Only if you turn auto-assignments on.

Ahh, thank you for the correction.
Title: Re: Scientists
Post by: Serpentine on April 16, 2014, 04:12:38 PM
Quote from: xeryon link=topic=6842. msg71608#msg71608 date=1397669365
Which leads me to an entirely different question of why scientists and administrators are tied to a military academy?  I would like to see them separated out to being produced from a university.   While avoiding the minefield of subsidizing scientist specialization this would allow some granular control over the non military staff production rates. 

+ 1, there is definitely some low hanging fruit here that is easy to put in place and does not empower a human player over an NPR too much.

Another related topic that irks me is the age at which new personnel seem to join you, 21???
I do not see too many 21 year old lieutenant commanders or colonels going around, let alone administrators of whole planets ;D
Surely an age of about 30 + a random number of years is more appropriate for senior officers, administrators and prominent scientists to become available.  Again low hanging fruit. . .
Title: Re: Scientists
Post by: hyramgraff on April 16, 2014, 04:45:13 PM
Quote from: Serpentine link=topic=6842. msg71612#msg71612 date=1397682758
Another related topic that irks me is the age at which new personnel seem to join you, 21???
I do not see too many 21 year old lieutenant commanders or colonels going around, let alone administrators of whole planets ;D
Surely an age of about 30 + a random number of years is more appropriate for senior officers, administrators and prominent scientists to become available.   Again low hanging fruit.  .  . 

I don't mind the young ages of new recruits.   Desperate times call for lots of hiring.
Title: Re: Scientists
Post by: xeryon on April 16, 2014, 07:53:58 PM
It's not unusual for officers to be young twenties.  Here in the USA they would graduate from a military academy at 21-22 and be given an initial command shortly after.  A colonel or general would be a bit odd but in Aurora that generally only happens at initial game creation since all staff start at 21.  As the game progresses the top brass are all senior.  An easy fix for thhis would be to put in an initial game creation age randomizer.

If separation of scientists and admin were to happen and they would come from universities it would be easy to have their starting age adjusted according to higher-education norms of being 24-26 after under-graduate and masters education.  Same thing applies here that the starting age is always 21 at initial creation but as Aurora progresses this issue is self-resolved as starting new staff are lower rank and lower skilled.
Title: Re: Scientists
Post by: ardem on April 16, 2014, 11:35:49 PM
One thing that irks me is that you can only have human standard years for lifeforms. I would of liked to seen lifeforms who lasted either 10 years or 500 years.

But I have RPed where you cannot do research unless you have a scientist with that specialization, to basically simulate non consistent breakthroughs of research. You can get some interesting fleet results RPing like this.