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 Post subject: Re: Removing Food?
PostPosted: Sun May 06, 2012 3:32 pm 
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Bigjoe5 wrote:
I like that also. By the way, are the spawnrates for the growth specials so ridiculously high for gameplay, or testing? Either way, you left Lithic specials with a spawn rate of 1.0. It was kind of disheartening to play a game as the Egassem...

They all are limited currently to 8 per galaxy. The differences in spawn rate are left over from when the different planet types were differently probable. But they are supposed to be rare.

Bigjoe5 wrote:
Also, what is the plan for Lithic specials when mining is gone? Something like mineral rich could increase production, but maybe others are better geared towards being strategic resources in the sense of allowing you to create particular items.

Possibly.
I see a unified "production" as the combination of "mining" and "industry", so at a minimum they can boost local production.

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 Post subject: Re: Removing Food?
PostPosted: Mon May 07, 2012 4:31 pm 
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One idea I was pondering today was to merge the empire storage quantities for food and minerals into "credits".

But as-is, mining exists only to give you materials that are consumed by production. That's kinda boring. Managing your supply of minerals to keep from running out is surprisingly hard when you have an even balance between minerals and production then research a tech that boosts production.

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 Post subject: Re: Removing Food?
PostPosted: Thu May 10, 2012 7:38 pm 
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revision 4888
"commented out no longer functional farming techs and buildings and removed mention of farming from strings (didn't mess with the fluff part.)"


Zireael wrote:
Some nitpicks based on rev 4857.

That's about 30 commits behind.

But even if you were up-to-date, the transition is not yet complete. There's a decent amount of content that's not yet been fixed/refactored. It's fine to mention stuff that's broke, especially in the most recent version-- just don't act shocked, or assume every thing is intentional.

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 Post subject: Re: Removing Food?
PostPosted: Fri May 11, 2012 10:32 am 
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I know the 'exe is behind the SVN. And I know there's so much being changed... but I report what I see so that you know what's going on. Idk if those things are fixed or not, I just report them.

And I used the word 'nitpicks' - meaning they are just tiny things, not very important, not game-breaking.


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 Post subject: Re: Removing Food?
PostPosted: Fri May 11, 2012 6:51 pm 
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I'm feeling pretty burnt out on this. We've made a lot of progress, but it's been a lot of work. I'll be back in a week or so, hopefully to see the tangle of un-finished problems with fresh eyes.

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 Post subject: Re: Removing Food?
PostPosted: Sun May 13, 2012 9:37 am 
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Space Dragon

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A related idea - make Terraforming require a Growth focus on the planet in addition to the PPs?


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 Post subject: Re: Removing Food?
PostPosted: Fri May 18, 2012 2:12 am 
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I notice that the optimal max population is actually really close to 25... I think just chopping 1 from a bonus somewhere, like Gaia Special will put us at 25.

Anyway, we should probably think about redoing the growth tree. Should most of the bonuses related to different metabolisms be in separate "branches", or should there be some interdependencies? Where would techs like Suspended Animation fall? Is there still room for something like Cloning Center to have an effect, such as increasing population growth? Cyborgs should probably be replaced with some more metabolically neutral concept and attached to the Xeno techs. And what's with Pure Energy Metabolism? That tech always seemed strange to me, and never had an obvious effect associated with it... Cool idea though, I suppose...

There are a whole lot of organically biased techs... if we don't want a very bloated growth tree, I think some of them are going to have to be axed.

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 Post subject: Re: Removing Food?
PostPosted: Fri May 18, 2012 4:17 pm 
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Bigjoe5 wrote:
I notice that the optimal max population is actually really close to 25... I think just chopping 1 from a bonus somewhere, like Gaia Special will put us at 25.

Don't forget all the current growth bonuses are just stand-ins. They don't scale to planet size, and probably need to be changed.

Bigjoe5 wrote:
Should most of the bonuses related to different metabolisms be in separate "branches", or should there be some interdependencies?

In general, i think making clever interdependancies at this point is wasted effort, since it makes the tree harder to change, and it makes the tree harder to use for testing. Intertwining techs branches is IMHO better considered much closer to 1.0


We probably want to have some techs that increase population capacity for individual metabolism types, as well as techs that work for all species.

I'm still sorta on vacation. (thus my brief, incomplete answers) Plan to be back in full swing sometime next week.

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 Post subject: Re: Removing Food?
PostPosted: Mon Jun 04, 2012 9:27 pm 
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With all these changes, "Growth" isn't as great a label as it was with the earlier concepts. Setting a planet to "Growth" sorta implies that it will make the planet grow-- but it doesn't-- it helps other planets grow. At the moment i don't have a better idea, however.

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 Post subject: Re: Removing Food?
PostPosted: Mon Jun 04, 2012 11:31 pm 
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eleazar wrote:
With all these changes, "Growth" isn't as great a label as it was with the earlier concepts. Setting a planet to "Growth" sorta implies that it will make the planet grow-- but it doesn't-- it helps other planets grow. At the moment i don't have a better idea, however.

I think that fits will with the rest of the focii - Production (currently named Industry) doesn't necessarily help the planet produce things - it just generally helps planets in its resource group produce things. Research doesn't necessarily help the planet specifically get any techs, but helps the empire as a whole get techs. The distinction between things happening to or on the planet itself doesn't necessarily need to be in the name, and I don't immediately see a way to easily combine its function and its scope into a single word - we'd more likely need something clunky and awkward like "Growth Export" or "Regional Growth".

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 Post subject: Re: Removing Food?
PostPosted: Tue Jun 05, 2012 6:21 pm 
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There's a solution - write in the Pedia or in the Quick Guide that the foci affect empire as a whole, not just single planets.


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