Author Topic: v2.6.0 Changes Discussion Thread  (Read 16346 times)

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Offline Droll

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Re: v2.6.0 Changes Discussion Thread
« Reply #15 on: May 28, 2024, 01:08:02 PM »
I know this is sort of a lend them a hand, lose the entire arm situation I'm causing here, but it would be nice if the tactical view option (esp. the "Open Tactical Map" one) somehow was differentiated visually. Even simply forcing Open Tactical Map to be always on the top of the list would be very nice. I can see it getting buried in systems with a lot of fleets.

The above was mentioned and remedied in the suggestions thread.
« Last Edit: May 28, 2024, 01:09:50 PM by Droll »
 

Offline bankshot

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Re: v2.6.0 Changes Discussion Thread
« Reply #16 on: June 10, 2024, 10:35:18 AM »

For immersion:
It's not mutually exclusive with the idea that this population is available to be more gainfully employed (earning higher salary/status) if they were moved into a prioritized trans-newtonian industry career instead where such opportunities exists on other colonies.

For gameplay:
It's handy to have colony shipping prioritize colonies with surplus workers without having to micromanage this yourself by turning stable on and off again in the larger empires having to monitor the surplus workers.

The pressure bump shouldn't be huge (maybe 2% of available/"unemployment" workers?), but would do a lot to help shipping lines pull colonists from where I would want them pulled without micromanagement.

Additionally I'd propose giving some priority to target planets where there is a worker shortage.  This would again ease micromanagement and makes sense from an immersion standpoint - colonists would be more likely to go to worlds where jobs were waiting for them, even if the world is less desireable (re: higher colony costs).  Any colonists en route should be subtracted from the shortage for this calculation. 
 

Offline gpt3

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Re: v2.6.0 Changes Discussion Thread
« Reply #17 on: June 14, 2024, 12:17:23 AM »
New Colonists
Each construction phase, more colonists will become available at the rate of:
(Length of Construction Phase / Year) * Population * Colonization Pressure

For example, if colonization pressure was 5% and the population was 100m, then a 5-day construction phase would generate (5 / 365) * 100m * 5% = 68,493 colonists. A population of 1 billion with 2% pressure would generate 274,000 colonists every construction phase.

The max number of available colonists at any time will be equal to the annual amount generated. This 'production' of colonists has a side effect of breaking up the shipping line colony ships so they all don't move everywhere together. As shipping line colony ships load colonists they will be deducted from the available colonists total.

Should new colonist production be scaled by the species and/or governor population growth modifier? Given sufficient civilian transport capacity, every core world will eventually drift towards an equilibrium point where emigration is balanced by reproduction. In principle this is fine, but in practice the actual equilibria can vary surprisingly wildly based on local growth rates.

For example, let's consider Earth: homeworld, 12b capacity, colonization pressure 2%. In order to be at its equilibrium point, Earth will need a population with a 2% growth rate. I tried manually playing around with Earth's population in Spacemaster and got the below results:

Species Growth ModifierEquilibrium (millions)
2.05100
1.53400
1.251950
1.01000
0.8510
0.667300
0.5125
 

Offline Froggiest1982

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Re: v2.6.0 Changes Discussion Thread
« Reply #18 on: June 23, 2024, 06:05:18 PM »
Love the new change to alert if MSP or fuel drops below a certain amount.

Do you think you can also have same if it exceed a certain amount?

This will help with the following:

Random forgetting with multiple colonies to switch off a production for any reason
Logistic (once x amount is reached send a tanker/replenishment ship to move)

Offline Jorgen_CAB

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Re: v2.6.0 Changes Discussion Thread
« Reply #19 on: June 24, 2024, 02:28:00 PM »
Love the new change to alert if MSP or fuel drops below a certain amount.

Do you think you can also have same if it exceed a certain amount?

This will help with the following:

Random forgetting with multiple colonies to switch off a production for any reason
Logistic (once x amount is reached send a tanker/replenishment ship to move)

Why not go a step further and allow colonies to automatically start and shut down maintenance production if they recieve the maximum and minimum values so you can mosly just forget about it and automate this production on planets.
 
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Offline Droll

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Re: v2.6.0 Changes Discussion Thread
« Reply #20 on: June 24, 2024, 08:00:37 PM »
The galactic system search would be amazing to have on the movement screen when using autoroute.

Honeslty even a filter that lets me only show systems colonised by my race would be a godsend.
 
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Offline Droll

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Re: v2.6.0 Changes Discussion Thread
« Reply #21 on: July 04, 2024, 11:42:15 AM »
I am very happy to see the new autoroute changes making it into 2.6.0. The pain of having to scroll down to find Sol every time is finally over.
 

Offline nuclearslurpee

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Re: v2.6.0 Changes Discussion Thread
« Reply #22 on: July 04, 2024, 12:03:03 PM »
I am very happy to see the new autoroute changes making it into 2.6.0. The pain of having to scroll down to find Sol every time is finally over.

Seconded.

It would be neat to have some functionality to specify a specific system as "very important" independent of these factors. This would allow marking systems in which I want to conduct military operations, for instance, to make shuffling fleets back and forth easier. E.g., spoiler race systems where I am unlikely to establish a colonial presence before clearing out.
 
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Offline Froggiest1982

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Re: v2.6.0 Changes Discussion Thread
« Reply #23 on: July 04, 2024, 04:17:46 PM »
Personally, I was always adding a space before the name of each system out of my interest. Sometimes even 2 or 3, so that I could have them in my preferred hierarchy.

 ;D

Glad we have a bit of a solution in that space now.

Offline alex_brunius

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Re: v2.6.0 Changes Discussion Thread
« Reply #24 on: July 05, 2024, 01:34:27 AM »
It would be neat to have some functionality to specify a specific system as "very important" independent of these factors. This would allow marking systems in which I want to conduct military operations, for instance, to make shuffling fleets back and forth easier. E.g., spoiler race systems where I am unlikely to establish a colonial presence before clearing out.

Perhaps a different (red?) Color for systems flagged as controlled by a hostile faction on the Galaxy map?

Another neat QOL feature would be if systems in need of Xenoarcheology, Ground Survey, Ruin excavation or systems containing a Research bonus could be highlighted somehow. Not sure if there would be a good way to show normal Grav or Geo survey/unexplored JPs too. It risks getting a bit too cluttered if there is too much info  ::)
« Last Edit: July 05, 2024, 01:37:52 AM by alex_brunius »
 

Online Kaiser

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Re: v2.6.0 Changes Discussion Thread
« Reply #25 on: July 13, 2024, 10:55:16 AM »
Steve, the 2.6 seems chunky, May We have a date when It is going to be released? Honestly, I would like to start a new long campaign with the new stuff.

Thank you  :)
 

Offline Aloriel

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Re: v2.6.0 Changes Discussion Thread
« Reply #26 on: July 13, 2024, 01:03:47 PM »
Steve, the 2.6 seems chunky, May We have a date when It is going to be released? Honestly, I would like to start a new long campaign with the new stuff.

Thank you  :)
I believe the answer to this question is *always* "It'll be released when it is ready". The joke is that it'll be delayed one month per time that someone asks.
Sarah
Game Developer in Unity and UE4 and 5
 

Online Kaiser

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Re: v2.6.0 Changes Discussion Thread
« Reply #27 on: July 13, 2024, 01:32:39 PM »
Steve, the 2.6 seems chunky, May We have a date when It is going to be released? Honestly, I would like to start a new long campaign with the new stuff.

Thank you  :)
I believe the answer to this question is *always* "It'll be released when it is ready". The joke is that it'll be delayed one month per time that someone asks.

That's what I was afraid of  :D
 

Offline nuclearslurpee

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Re: v2.6.0 Changes Discussion Thread
« Reply #28 on: July 13, 2024, 01:56:12 PM »
Steve, the 2.6 seems chunky, May We have a date when It is going to be released? Honestly, I would like to start a new long campaign with the new stuff.

Thank you  :)
I believe the answer to this question is *always* "It'll be released when it is ready". The joke is that it'll be delayed one month per time that someone asks.

That's what I was afraid of  :D

I'm tempted to ask several times now to push back the release long enough to give me time to finish my AAR campaign.  :P
 
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Offline Steve Walmsley (OP)

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Re: v2.6.0 Changes Discussion Thread
« Reply #29 on: July 14, 2024, 06:03:15 AM »
Steve, the 2.6 seems chunky, May We have a date when It is going to be released? Honestly, I would like to start a new long campaign with the new stuff.

Thank you  :)

It's going to be a while. We are spending this year (from mid-March anyway) travelling in a motorhome around the UK, and maybe Europe too. Everything done since March is on my laptop and I prefer to handle new releases on my desktop. At the moment, we only plan to return home (to the Isle of Man) in December, so it could be next year for v2.6. It's possible I could decide to do the release on my laptop, but don't count on it :)

Here is a quick shot of Remy - our Motorhome - earlier this year in Invercoe, Scotland (all motorhomes have to be given names - its a rule).

 
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