![]() ![]() Planet based colonies should be able to allocate for industrial, research, or commercial, districts as per constructed colonies.All buildings are either unique per colony or empire.effects which used to add jobs on districts simply increase production output.No housing, each job created is considered housed.A planet's size should literally indicate how many pop it can support outside of improved buildings. Some suggestions to reduce calculations and scale down numbers. Look, I get it, they are permanently wed to this abomination of population as units and jobs using those along with a dozen plus modifiers that which take up far too much processing for so little actual improvement to the game. The pop growth and scaling sliders are hacks, empire size was and still is just a lazy hack. The reduction in research efficiency is the first pass they made that to me didn't feel like a lazy hack. I have never been a fan of PDX's solutions to tech rushing let alone how to handle population. Would an empire really have 50% or more of their population working as researchers for example? That part hasnt changed, while research was nerfed, other resources werent, so you still have a very high ratio of researchers to all other jobs in the mid-late game, and i think thats quite weird. Part of the reason why tech progress was so fast was because you could devote less pops to resource production, and move them to research instead. But at the same time, this has made the pacing of the game much quicker, even with logistic growth scaling. Planetary ascension that boosts planetary designations, which allows you to dramatically reduce advanced resource upkeep, or buff basic resource production even moreĪll the buffs to resource production lets you produce a lot more resources, with far fewer pops.Orbital rings that give either +2 to basic resource production, or +1 to advanced resources.alloys) or +45% basic resource production (e.g. Tier 3 leader traits that give either +35% advanced resource production (e.g.Galactic community resolutions buffing planetary designations.Oddly enough, the ones for advanced resources such as alloys only give +10%, and just arent worth the unity upkeep cost. ![]() Edicts giving +50% food, mineral and energy production for a minor upkeep cost.Resource buildings adding +2 to base resource production (food processing centers, etc).Relic worlds giving +30% to all research, pre-ancient relics, planets with randomly generated research modifiers giving +10-20% to one research were incredibly valuable, now its all about relic worlds, especially since those randomly generated mofiiers are incredibly rare.Then PDX added tons of modifiers to compensate for the fewer number of pops and i think this is when the pacing started to go horribly wrong. )ĭoing it manually with modify protounit do: 99999999999.0 Two units overflows it.ĮDIT: I may do some equivalent researching to set over limits by overflowing by the correct amount.Because pops generate a lot of lag, there was an effort to reduce lag by decreasing pop growth via scaling logistic growth scaling. (This was making use of a bug exploit I found. The untis used to do it self delete from map but effect stays. It overflows the current population making it negative. while(%p2%> =trQuestVarGet("PlayerID")) Use oar footprint if map is water instead. Downlaod my trigegr pack/superpack and use the "Grant infinite population player range" trigger. ![]()
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