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Post by Brutus Aurelius on May 14, 2015 5:17:17 GMT -5
That sounds an awful lot like what my Teen PEP class does for the freshman.
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on May 16, 2015 13:20:12 GMT -5
Doesn't work. Ask any inner city high school sex ed teacher...
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Post by anrdaemon on May 19, 2015 7:45:47 GMT -5
And this happened again. With all colonies in quadrant having 2 free population slots (and half of them having 4-5 and more), the smallest and lowest quality colony gets 3 jumps in a row, turning it over from healthy 5/7 to 8/7 overpop in no time flat. Thankfully I've had something in the queue by that time and morale drop wasn't destructive. Still it was 10 more turns before I've got a buffer up, and even then it managed to grab fourth pack of colonists out of nowhere.
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Post by Cory Trese on May 19, 2015 23:51:49 GMT -5
There are many factors to consider. Quality, location, duration, conflicts and maybe a few others I've forgotten to list.
Keep an eye on that colony -- I suspect with a your observational powers you can figure out EXACTLY why it grew so fast!
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TeeWee
Hero
[ Star Traders 2 & Heroes Supporter ]
Posts: 247
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Post by TeeWee on May 20, 2015 2:11:34 GMT -5
I understand you don't want to expose all underlying mechanics to the players, but a few more hints would be extremely helpful.
I've learned a bit how to deal with pop booms, and not panic too much when that happens, even to planets where I don't want it to happen. But I feel unable to nudge pop growth more towards the systems where I want it to happen, so I feel at the mercy of the rng rather than able to influence it to my advantage.
One thing that might help, in addition to the suggestions above, is to add a few flavour text templates to the colony growth events, tied to the reasons of growth. Say, a system grows primarily because it's both young and the faction is at peace (I think these are factors) you could add some texts that stragglers are attracted to rumours of fresh new lands, an oasis of peace in the middle of a scary galaxy.
Players can pick up the hints and improve their game play, also it would reinforce the idea that growth is a function of immigration and not of fertility.
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Post by Cory Trese on May 20, 2015 9:59:42 GMT -5
I understand you don't want to expose all underlying mechanics to the players, but a few more hints would be extremely helpful. I've learned a bit how to deal with pop booms, and not panic too much when that happens, even to planets where I don't want it to happen. But I feel unable to nudge pop growth more towards the systems where I want it to happen, so I feel at the mercy of the rng rather than able to influence it to my advantage. One thing that might help, in addition to the suggestions above, is to add a few flavour text templates to the colony growth events, tied to the reasons of growth. Say, a system grows primarily because it's both young and the faction is at peace (I think these are factors) you could add some texts that stragglers are attracted to rumours of fresh new lands, an oasis of peace in the middle of a scary galaxy. Players can pick up the hints and improve their game play, also it would reinforce the idea that growth is a function of immigration and not of fertility. We definitely want to expose the mechanics to the players -- just like in Star Traders RPG. As we continue to update the game, we'll continue to add more hints and displays. I'll take a look at your suggestion as a possible way to convey some of the mechanics to players in the future. Thanks!
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Post by anrdaemon on May 20, 2015 18:52:07 GMT -5
There are many factors to consider. Quality, location, duration, conflicts and maybe a few others I've forgotten to list. Keep an eye on that colony -- I suspect with a your observational powers you can figure out EXACTLY why it grew so fast! Morale: All 10 on the list. Faction: Cadar syndicate (90% of all planets are theirs) Quality: 7/7 (The worst one of all planets in quadrant.) Mineral: 1/1 (Can't be worse, right? I didn't even need to build a mine - colony hub took care of it.) What should I conclude from the list? that settlers are idiots and flock to the WORST POSSIBLE planet from the available lot?
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Post by Brutus Aurelius on May 20, 2015 19:56:27 GMT -5
I am just going to say right off the bat that the factions should have balanced planet counts to avoid Solar, Spy and Trade Wars.
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Post by CdrPlatypus on May 20, 2015 21:41:17 GMT -5
I believe military force (ships) counts as well.
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Post by anrdaemon on May 20, 2015 22:46:43 GMT -5
If you was replying to me, I know that, but I'm not concerned. This is just a tutorial that I'm playing to the end to find all possible bugs that I can think about. Then I will delete this game, as it doesn't suit my usual pace.
Ships? Do you mean that I should not keep ships over weak planets for protection they can't afford themselves? That. Is. Just. I have no words.
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Calin
Curator
[ Star Traders 2 Supporter ]
Posts: 39
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Post by Calin on May 21, 2015 12:37:38 GMT -5
I feel like maybe this is a preference thing, from player to player. When I started playing this I was super ticked off by the fact that sometimes planet would for no reason add a population seemingly overnight and mess up everything.
I do think the population system is a bit esoteric for people who like to be in total control over their population and not have anything go to waste. Similarly, it's a destructively confusing mechanic for casual 4x players, since it feels arbitrary.
The more I read posts about it, the more I like it, since it encourages you to think about what, again, slightly esoteric factors like a faction's economic strength or military power would attract settlers, if this would be a real life situation.
Is there no way to add a toggleable feature to just show the remaining turns till a pop increase? It'd be noob friendly, and the option to disable it would give people who want to role play a galactic administrator the option to do that, without leaving people who wanna do a 4x spreadsheet simulation (and I don't mean that pejoratively at all, I like that depending on my mood) stuck with the seeming randomness.
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