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 Post subject: A quick list of meters
PostPosted: Wed Jun 30, 2004 6:51 pm 
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Obviously, nothing here is official, aside from perhaps the resource meters:

Faming: Same as v.2. Farming * population = Nutrients.
Mining: ditto.
Industry: ditto.
Science: ditto.
Money: New meter, works that same way as v.2 meters, but for the new resource.

Health: Nutrients divided by population is the base of the health meter. Bombings, other bad (and good) events heavily effect health. Technology and enviroment effects health. Esp. low and high health scores effect happiness. (note, with the Health meter Nutrients are *not* stockpiled.)

Enviroment: Enviroment vs. enviromental preference is the base of the enviroment meter. Terrans living on a Barren world would have a terrible Enviroment meter. Heavily effects Farming and Health. Minor effect on Happiness.

Construction: Rate at which infra/buildings are constructed. Mostly determined by technology/racial picks. The very top and bottoms of infra also heavily modify this value.

Security: Defense vs. unhappiness, espinoge. Buildings and techs. Probably no effect in v.3.

Happiness: Probably no effect in v.3. Eventually, it spawns off Happy and Unhappy events. Based on Government picks, heavily modified by enviroment, health.

Combat related stuffs should wait until v.4 to be decided.

Effects of Focus:
Primary focus adds +2 to a meter, secondary focus +1. Buildings and technologies add to meters on every planet sometimes, other times only add to meters conditionally based on focus. Techs that add to meters on all worlds ought to be rare.

Examples:
* a low level tech that adds +1 industry to every world helps recreate the effects of the v.2 economy: that every world produces a little of something.

* a low level building that adds +2 Farming to all Farming worlds one starlane hop away promotes specialization.


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 Post subject: Interesting idea drek
PostPosted: Wed Jun 30, 2004 9:34 pm 
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Here's another neat little tidbit / flavour aspect the game could add for your health rating... The health of your citizens can also depend on the type of planetary focus they live on.

So, let's say for humans, it could look something like.

Research = small health bonus
Farming = tiny health bonus
Mining = tiny health penalty
Industry = small health penalty

and a computer race / mechanical could have the reverse.

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 Post subject:
PostPosted: Thu Jul 01, 2004 12:25 am 
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Do you want suggestions for the dependencies between meters in this thread, or just more ideas for meters?

I'd like some way for industry to damage a biosphere. This could be done with various minor specials for swamp/terran/ocean type worlds (gaia is immune to environmental damage) such as "Pristine Environement", "Healthy E.", "Weakened E.", "Endangered E." etc. These would give +/- to the environemental meter. The transition between environment specials could be affected by the industry meter... higher industry damages the environment.

More simply, the Industry meter could directly negatively affect the environment meter...

~~~~
drek wrote:
Construction: Rate at which infra/buildings are constructed. Mostly determined by technology/racial picks. The very top and bottoms of infra also heavily modify this value.
What is infra? Not a meter itself? This could also depend a bit on industry, but not be affected by what is being done with industry.

~~~~

If there are all these techs giving +1 or +2 for various meters at most worlds, perhaps the direct benefits of focus should be a bit bigger? Right now, it seems that focus becomes insignificant fairly quickly, compared to the static bonuses.

I also refer to this:
http://www.freeorion.org/forum/viewtopi ... 2441#12441

Except with this addition: Instead of having techs that gives things such as "+1 to farm meter on farm focused worlds", how about techs which do this: "farm focus now gives +3 to farm meter" ... ie. increase the effects of the focus settings, but don't make a separate category of bonuses that only affect certain focused worlds... (this is redundant anyway, it seems...). Area of effect bonuses for certain focused worlds could be included in this as well.


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 Post subject:
PostPosted: Thu Jul 01, 2004 12:49 am 
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Regarding enviroment, I thought it would be as simple as saying a high industry or mining rating reduced Enviroment.

Infra could be a meter, hasn't been decided yet.

Quote:
Except with this addition: Instead of having techs that gives things such as "+1 to farm meter on farm focused worlds", how about techs which do this: "farm focus now gives +3 to farm meter" ... ie. increase the effects of the focus settings, but don't make a separate category of bonuses that only affect certain focused worlds... (this is redundant anyway, it seems...). Area of effect bonuses for certain focused worlds could be included in this as well.


Saying +1 to farm meter on farm focus worlds is equivelent to saying farm focus is now +3. In the code, it should be +1 to farm meter on farm focus worlds, so that bonuses can stack (rather than replace each other).


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 Post subject:
PostPosted: Thu Jul 01, 2004 1:00 am 
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drek wrote:
Regarding enviroment, I thought it would be as simple as saying a high industry or mining rating reduced Enviroment.
Some sort of "lasting damage" might be nice though... Would need to be simple though... but hopefully more than just a "damaged ecosystem" on/off special.

Quote:
Saying +1 to farm meter on farm focus worlds is equivelent to saying farm focus is now +3. In the code, it should be +1 to farm meter on farm focus worlds, so that bonuses can stack (rather than replace each other).
My main concern was how it's displayed to the player. I agree that bonuses should be stackable.

~~~~

Is the idea that the scale of focus-specific bonuses stays roughly the same as non-focus-specific bonuses, so that by the mid game, all your planets are ~+3 in all stats, and focus adds +4 or +2 on top of that?


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 Post subject:
PostPosted: Thu Jul 01, 2004 1:22 am 
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Depends on how the tech tree is constructed.

I'd think there'd be very very few bonuses that are applied to all worlds. Most bonuses would effect only worlds that met certain conditions.


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 Post subject: Re: A quick list of meters
PostPosted: Thu Jul 01, 2004 5:48 am 
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drek wrote:
Obviously, nothing here is official, aside from perhaps the resource meters:

Farming: Same as v.2. Farming * population = Nutrients.


Only real change would be
Farming * Farms = Nutrients.


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 Post subject:
PostPosted: Sat Jul 03, 2004 4:17 pm 
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Health would affect population growth?

I dont think that farming should be connected with health, it is not very logical. Health should be influenced by planetary enviroment, infrastructure level (or buildings/wonder/whatever the relevant thingy is called now), focus, and technology. But not FARMING (especially the amount of farming! food quality is important, but quantity - as long as it is enough for ppl to live by - is not!).

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