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Post by Deleted on Jan 28, 2015 15:21:33 GMT -5
Due to how population growth is organized building mines on quality 10 and less planets is only possible in mid and late game. As I said, at that point I can simply not care. Enough EP, mines, planets and cash to simply shrug off poor policies. Rolls are RANDOM. I rolled 12 on 11-25 planet and 19 on a 2-20 one. You CAN'T predict what planet you will get. AND there is a limited amount of planets available, you can't just say 'oh well, just colonize high rolls next' when there are NO high roll planets around because you have already colonized them. The point is that the mayor factors on which political decision are based, is based on the RNG, namely - the planet rolls. So even if the final calculation is deterministic rather than random, they way you get there is random making the entire system random. Being able to decrease the effects of random rolls does not make the political system into a non-random one. That's true. Your control of faction quality is somewhat limited, and of population growth non existent. However, the prime planets' quality is completely in your control, as colony hives max out quality and mining. Furthermore, I've been able to put mines in quality 10 planets even very early into the game (before 3AE), and even with quality gaps you could still prevent power differences from becoming too great by restraining from investing mines in the higher quality factions to the max until more advanced mines are unlocked for the lower quality factions. Furthermore, investing in trade early will further decrease hostility, which is 100% controllable, and investing in RP will unlock political treaties, political structures, more advanced hab units and more advanced mines faster. If there is a faction with very low quality compared to the other two, you could also give that faction an extra colony to make up for the difference. Colony differences can be bad, but it's much better than differences in everything else. It is possible (although unlikely) that one faction will get all super low quality planets and the quality gap will become so ridiculous that politics will become ultra hostile beyond your control. But this is an unlikely scenario, for as long as you alternate between which factions colonize the high roll systems, the game does a pretty good job of preventing quality from becoming too ridiculously low for any one faction, allowing you to gain prosperity without jeopardizing the faction power balance. I do see what you're saying however, that planet quality and mining rolls could significantly contribute to political hostility. Perhaps a future release will take quality discrepancies into accountwhen determining faction power, so politics will be even less RNG than currently. As of now, you can only do what you can control. EDIT: I'll have a "how to survive politics on impossible" guide shortly, and you can see the measures I take to prevent political hostility from becoming crazy.
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Post by khamya9 on Feb 9, 2015 12:22:04 GMT -5
One thing I've never figured out is just how population grows. Is it a check per planet per turn? Is it a check per faction then those people re distributed? Is it a single check for the player to determine how many people then they are distributed?
Is there anything we can do right now (I know Cory has future plans) to influence it?
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Post by Deleted on Feb 11, 2015 3:16:11 GMT -5
One thing I've never figured out is just how population grows. Is it a check per planet per turn? Is it a check per faction then those people re distributed? Is it a single check for the player to determine how many people then they are distributed? Is there anything we can do right now (I know Cory has future plans) to influence it? Build more planets. More planets = less population growth per planet. Keep in mind though that more planets will also require a greater income to mantain and protect, it will be more difficult to protect your planets and politics may become unstable if you have too many worlds that aren't developed (don't have sufficient CP, mines). On the upside, more planets will immediately lead to more RP and EP, and eventually to a greater income and more TP (TP decreases conflict). Also colonize with module 3 to offset population growth morale damage and make sure to build hab units when a planet reaches housing capacity (not when it exceeds it). Keep morale high and politics positive, so if overcrowding does occur it's not felt as much. Other factors that influence population growth per planet, like turns played and planetary quality, cannot be influenced.
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Post by khamya9 on Feb 11, 2015 13:52:53 GMT -5
One thing I've never figured out is just how population grows. Is it a check per planet per turn? Is it a check per faction then those people re distributed? Is it a single check for the player to determine how many people then they are distributed? Is there anything we can do right now (I know Cory has future plans) to influence it? Build more planets. More planets = less population growth per planet. Keep in mind though that more planets will also require a greater income to mantain and protect, it will be more difficult to protect your planets and politics may become unstable if you have too many worlds that aren't developed (don't have sufficient CP, mines). On the upside, more planets will immediately lead to more RP and EP, and eventually to a greater income and more TP (TP decreases conflict). Also colonize with module 3 to offset population growth morale damage and make sure to build hab units when a planet reaches housing capacity (not when it exceeds it). Keep morale high and politics positive, so if overcrowding does occur it's not felt as much. Other factors that influence population growth per planet, like turns played and planetary quality, cannot be influenced. Thanks, but in this case, that's not my question. I'm not asking here "what to do", but "how does this work". From your answer it appears to be a single roll per faction or per player and then distributed out among the worlds (hence fewer per planet) and not a roll per planet ( which would result in a flat growth per planet). Unless there are mods to the roll based on number of worlds. On the topic you raised though, other big advantages of more colonies are that the bonuses for most factions are fixed " per planet" bonus. Only devaltos and javat have scaling faction/race bonuses. And even devaltos gets some trade per planet. So one reichart world gives you a bonus of 2 rp, whether it has 1 or 90 population. So colonizing more worlds is the only way to take advantage of that.
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Post by Deleted on Feb 11, 2015 21:42:07 GMT -5
Build more planets. More planets = less population growth per planet. Keep in mind though that more planets will also require a greater income to mantain and protect, it will be more difficult to protect your planets and politics may become unstable if you have too many worlds that aren't developed (don't have sufficient CP, mines). On the upside, more planets will immediately lead to more RP and EP, and eventually to a greater income and more TP (TP decreases conflict). Also colonize with module 3 to offset population growth morale damage and make sure to build hab units when a planet reaches housing capacity (not when it exceeds it). Keep morale high and politics positive, so if overcrowding does occur it's not felt as much. Other factors that influence population growth per planet, like turns played and planetary quality, cannot be influenced. Thanks, but in this case, that's not my question. I'm not asking here "what to do", but "how does this work". From your answer it appears to be a single roll per faction or per player and then distributed out among the worlds (hence fewer per planet) and not a roll per planet ( which would result in a flat growth per planet). Unless there are mods to the roll based on number of worlds. On the topic you raised though, other big advantages of more colonies are that the bonuses for most factions are fixed " per planet" bonus. Only devaltos and javat have scaling faction/race bonuses. And even devaltos gets some trade per planet. So one reichart world gives you a bonus of 2 rp, whether it has 1 or 90 population. So colonizing more worlds is the only way to take advantage of that. Well some things can improve with better upgrades, like exchanges and palaces for RP and EP. However, other things, like mining, has a max per planet, and the only way to increase mining furthermore is through further colonization. Also, RP has a max based on population, so once RP is at max for its population, further colonization is needed. Plus, even putting aside population restrictions, upgrades can only carry RP, mining, and TP so far. A combination of colonial expansion and technological improvements (better upgrades) maximize profit, RP and EP. Again though, don't colonize faster than your economy can keep up with, or you'll end up with faction war.
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azedenkae
Consul
[ Star Traders 2 Supporter ]
Posts: 87
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Post by azedenkae on Feb 18, 2015 2:04:37 GMT -5
The most important thing is as above, to not expand faster than you can take care of your systems. It is a careful balance that you must consider when playing Immortal. I have won Immortal games before, all you gotta do is always be stringent, and never over-extend.
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