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Post by En1gma on May 24, 2016 21:59:37 GMT -5
Keep us posted! Best of luck getting better rolls than those you posted above =]
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Post by Cory Trese on May 25, 2016 0:20:22 GMT -5
Deleting those habs definitely doomed the Faction's that owned them.
That game looks like it might be beyond salvage, but chalk it up to learning about Indy worlds and try again. I'm sure you can get it to work.
There are some great threads on here about Indy and Faction worlds of low quality performing very, very well economically.
Because low Quality planets have a hard cap on total population, you can easily exploit this to make them hubs of trade and revenue generation. Some of my most profitable planets are Quality 7 or 8. They may have lower overall revenue than a Quality 27, but they have much lower overhead costs.
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giddion
Hero
[ * ]
Everything is always relative!
Posts: 203
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Post by giddion on May 25, 2016 0:46:36 GMT -5
Can you confirm the expected behaviour?
As I have stated several times, the game manual does say "OR".
But from what I am thinking, or seems to be, the way it works is, the world must have quality of 6 or less "AND" morale of 1 for a long time.
Can you confirm if it is an AND or an OR?
If it is AND, can you please update the Game manual to reflect that.
I would have thought that a world that is very unhappy with the faction would go to the independants regardless of quality.
EDIT: Also, what is the hard population cap or the formula used to determine the cap?
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Post by Cory Trese on May 25, 2016 10:35:44 GMT -5
Here is one of the threads about Population: ------------------------------------------------- Hard Max Population = (Quality / 2) * 3 By building more Hab Unis than Hard Max, player can encourage further refugees to land. Overpopulation above Hard Max does not occur. Read more: startradersrpg.proboards.com/thread/13290/population#ixzz49gMgOt65
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