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21
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on July 01, 2025, 04:26:34 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)
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C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on July 01, 2025, 04:25:44 AM »
Officer Graduation Age

On the Create Race window and the Race Information window, you can set the 'Graduation Age' for each Species.

This sets the starting age for each new commander and replaces the default 21.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Pallington on July 01, 2025, 02:41:37 AM »
...
In further as it stands one can build a 'mothball hangar' that would normally have an insane maintenance cost but can considerably cut down on the maintenance cost of other ships sitting in port, using one designed for the ship above we have:
...

In your example, you build a hangar that costs ~4k bp in order to save ~1.5k MSP per year, while requiring an additional 4,123 tons of maintenance capacity.
Assuming you need to build two maintenance facilities (60BP each) to provide the extra capacity, and with MSP costing 0.25 BP each, your annual savings represents a rate of return on your investment of ~9.1% while occupying 100k workers.

You also have an up-front cost of the shipyard needed to build that carrier (~11k bp, depending on your tech level), and the ongoing workforce that yard requires (almost 10m workers).
You are going to have to make (and use) a lot of these carriers and/or wait a very long time to recoup the cost of that yard.

There are simpler ways to get far better returns in the game.
For example, suppose instead of building that shipyard you build financial centers of equivalent cost.
Let's say 90 fincens. Costs 10.8k bp, and 10.8k corbomite.
Uses only 4.5m workers. Less than half what the yard needs.
Returns annual income equal to 27 times your "wealth per million workers" tech level.
Even if you are still at the starting tech level (100 per million workers per year), and have no wealth creation bonus from your governor or sector, that's 2.7kbp per year.
So a bare minimum rate of return of 25%, using half as many workers.
With a couple tech levels and a modest governor bonus, it's not hard to be making your investment back in two years or less.

I think there's an argument for endgame gallicite starvation scenarios (esp with high-speed doctrines) for the cheapest "PDC" that is just a ton of hangar bays, just to convert some gallicite usage into not-gallicite usage, wealth costs be damned.

Also, ships in hangars still count towards maintenance tonnage?

EDIT: They don't, you were talking about the extra size of the "yard."

I think at early to mid game this is definitely NOT worth it, but again once you start hitting end-game techs if you haven't managed to spool up gallicite mining for whatever reason this can help mitigate gallicite consumption a little (you typically have near infinite duranium unless your ships are all giant armor bricks and even then neutronium bottlenecks first?). My ship of only a bit bigger size is 40k BP for 45kt, so a hangar that can store it is 6k BP and i'd save 9k MSP per year or about 900 gallicite per year in MSP cost, if i'm calculating this correctly.

My mining productivity is lagging a bit (50/yr) so that's 18 mines at 1x productivity, which, if automated, costs 4320 BP. For the sake of argument let's say it averages out at 1x between accessibility, gov bonus, and transportation latency/throughput.

Paying an extra 50% to conserve the same amount of minerals with much less micro (and I can go even cheaper on the PDC if necessary) isn't the worst deal. (Even if my numbers are off, gah. closer to 8k MSP and 800 gallicite which is 16 mines)
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Development Discussions / Re: Naming Theme Suggestions
« Last post by Kiero on July 01, 2025, 02:34:10 AM »
Could you update Polish names? Currently implemented in game are from medieval times :) (Surnames are ok)

Also, there is a difference in surnames for females.
Exp. The male surname "Wolski", the same surname for female "Wolska".

If it is not possible to implement, male surnames will be fine.

SJW: Added for v2.4.0. Can only have one surname file, so used male.

I came up with a way to have male and female surnames (which are different in Polish).
When adding a new name file, we first create ‘Names for men’, twice giving the same file with (male) first names and with male surnames.
Then we add another one, this time twice pointing to the file with first names but for female names and then to the correct file with female surnames.
We have two naming conventions, one male and one female.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nuclearslurpee on July 01, 2025, 12:00:21 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Zax on June 30, 2025, 11:02:24 PM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?
27
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Warer on June 30, 2025, 05:00:26 PM »
I apologise if this has been brought up before, but would it be feasible to implement a system where commanders also have a chance of losing efficiency bonuses once they reach a certain time in service?

I tend to treat my civilian administrators as abstractions of an entire government apparatus, and hence I assume the efficiency bonuses are tied not to a particular leader but rather to the entire colonial administration of thousands of civil servants. I find this better from a RP perspective because this leads to certain colonies being better than others at certain functions (which I RP as resulting from local expertise, incentives, and infrastructure), hence my colonies feel more real and unique. And it sometimes forces me to make sub-optimal decisions - like building up a new naval base not at the local warp point nexus, but one system over at a colony which is actually good at shipbuilding.

The problem, of course, is that immortal (story character) leaders tend to universally end up with sky-high bonuses of everything. I've been solving this by periodically randomising leader bonuses, but this gets tedious as the game progresses and I would really like an alternative. Essentially, past a certain time in service (say 20 years), I'd like to have commanders start rolling for a small reduction in their bonuses in addition to the usual rolls for an increase. Does this seem reasonable?

There is an East-West split in that assumption, Eastern cultures (China, Japan, Korea, Vietnam, etc.) place a high value on the elder members of society, deferring to their wisdom, moral authority, etc. In the West, older people are seen as less capable, out of touch, etc.

Partly that is because as you get older, your perspective changes (based on a lot more experience of life) and you value different things (time vs money for example). Younger people generally don't have the same frame of reference (less life experience) so they can't understand that different perspective. In the East, that is understood and the elders are consulted for their hard-earned wisdom. In the West, they just assume older people are 'out of touch'.

So, apart from actual age-related diseases that impair mental faculties, which is covered by the medical conditions in Aurora, I don't subscribe to the Western 'older people are less capable' paradigm. I am certainly far more capable and wise than I was at half my current age, because I have twice the life experience and I have learned from twice as many mistakes :)

I realise that in your above suggestion, you reference 'story characters' that can't get ill, but being extremely capable is the whole point of story characters.
A small decline in a bonus/es could also represent corruption setting in rather than failing health, something that could be remedied by assigning someone else to that post though that would probably just add micro the game?

And I'll just add that people genuinely can get out of touch ~because~ with age does come wisdom, and surely very wise wouldn't do something as silly as make a mistake on something they're very sure about no? Confidence is a slow and insidious killer and all that.  But that's off topic so apologies for bringing it up.

Personally I think having some ebb and flow in character capablities could be neat, maybe tied into some kind of Leadership techs that effect a cap on Bonuses and their growth?
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Image Enhancements / Re: Ribbon Set: All 72 Medal Conditions - CSV Included v1.7
« Last post by runawaypally on June 30, 2025, 04:13:24 PM »
I made sure it was so before original install, and it was the default setting. I had to change nothing, and have never modified it.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by papent on June 30, 2025, 02:51:24 PM »
  • System Governor as another Admin level between sector and planet.
  • Return of Tour lengths for automated assignments. So captains can have a couple ships underneath them before assuming a flag rank or Junior Officers can experience support/fighter and other roles before getting a major command
  • Ground Force Admin Commands as beyond the Division level, it's impractical to create HQ units and the user may want to spread the Corps or Army Group between multiple bodies in the same system.
  • Ability to retrain officers from Fleet/Army/Admin/Science to another type of officer, Mostly for Roleplay or to quickly increase officer numbers in one category. i.e. your overmanned on Administrators but have a pressing need for ground force commanders or your ground forces are small and you need to find a propulsion MacGyver among your grunts.
  • Ability to designate a Fleet/Ground positions ± 1/2 rank for assignment would be a welcomed addition.
  • Reintroduction of Staff Officers for admin commands. maybe just 2 positions but you choose the boni they will provide.
  • Reintroduction of Missile Series system
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Image Enhancements / Re: Ribbon Set: All 72 Medal Conditions - CSV Included v1.7
« Last post by Froggiest1982 on June 30, 2025, 02:17:27 PM »
Was it from the start or you did after?

If the DB was loaded even once with improper setting will stay corrupted even on new saves, you have to use the original DB from clean install.
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