Toastmartin wrote:Oh, ok. The supply-meter is VERY hidden, since the supply symbol is not there if the menu is not expanded. Infrastructure doesnt do anything at the moment, right?? Whats the design intention behind seperating infrastructure from suppply?
Can't speak to
intent, it was done way before I was even active on the forums, but back when supply was "Construction" based it was a pain as it took ages to expand even a single jump (1 per 10), and the current idea is that Infrastructure represents the facilities on a planet and buildings and similar that in other more colony-management focused games you'd have to be building yourself. We want to do more with infrastructure and make it an actually useful overall stat in a variety of ways, but we haven't ever had a clear agreement on how to do it.
Is it intentional that outposts have a base supply range of 0? They still refuel ships, right?
Base supply 0, yes, but they get bonuses from techs and planet size. The new supply propagation system is it appears a bit iffy, if the system has your colour on the system circle then you get to refuel, if not you don't—basically outpost tiny worlds not gas giants if your objective is supply/refuel propagation.
Regarding the xenophobia: This game I am playing trith and conquered some eaxaw nearby .. great example.
So from the Xenophobic frenzy the Trith get a population modifier (it is still positive sometimtes).
Eaxaw do not get the population modifier. The other effects of frenzy and harassment of the both species seem to be similar, but i cannot see the calculation behind the numbers. The production malus seems to scale multiplicatively with other factors. I'll apped the savegame.
Thanks, I'll look at this. For what it's worth, only Trith are meant to get the population malus, it balances out the Self Sustaining Bonus (and should, currently, actually do so but no more than so, it is of course possible I got some of the maths wrong).
The problem with production is one I should've realised—basically I didn't touch the priority of xenophobia, it applies just after the standard species modifier, but given I've moved a bunch of things to now apply
before the modifier this changes the numbers in a way I forgot would happen.
Also, of course, before the order was determined by when the file was processed, some species affected it more than other simply because of where they were in species.tx, now all species should affect things the same way and therefore it will seem more as sometimes you just got the -1 regardless.
Having said that, not sure that it's unbalanced, it is
supposed to be a negative effect afterall. I'll look into it, and very grateful you noticed and brought it up, even if things stay exactly as they are it should be because we think this is the way it should work not because we changed other things and forgot the knock on.
Sidenote: I'm always sad that i cannnot build concentration camps on small colonies that I conquered. How bout slave camps, where the alien population is not killed, but exploited anyway? +50% Production -50% research -50% pop growth on top of the racial traits ..
I would, genuinely, like to do a complete pass over how xenophobia works, expand it a bit and make the numbers more sensible, having work camps and death camps as conscious choices for the player with differing effects, so if people want to flesh out different approaches that would be cool.
My current thinking is to replace the current formulae for production and research with a size based per planet affect, for each non-Eaxaw/Trith planet nearby large planets lose 4, tiny planets 1, and vice versa, but I've not even gotten around to checking the maths on how it would work, etc. Basically every xenophobic planet increases the effect on non-xeno populations and vice verse, the current is a simple if/then approach.
Re the maths, it's in default/scripting/species/common this is the effect on the xenophobic species:
Code: Select all
EffectsGroup
scope = Source
activation = And [
PopulationCenter
Number low = 1 condition = And [
PopulationCenter
OwnedBy empire = Source.Owner
Not OR [
Species name = Source.Species
Species name = "SP_EXOBOT"
]
Not Population high = 0
Not Contains Building name = "BLD_CONC_CAMP"
WithinStarlaneJumps jumps = 5 condition = Source
]
]
stackinggroup = "XENOPHOBIC_LABEL_SELF"
accountinglabel = "XENOPHOBIC_LABEL_SELF"
priority = [[LATE_PRIORITY]]
effects = [
SetTargetIndustry value = Value * 0.2 - 1
SetTargetResearch value = Value * 0.9
SetTargetHappiness value = Value - (
Count condition = And [
PopulationCenter
WithinStarlaneJumps jumps = 5 condition = Source
OwnedBy empire = Source.Owner
Not OR [
Species name = Source.Species
Species name = "SP_EXOBOT"
]
Not Population high = 0
]
)
]
Short version: if there's a non-self species within 5 jumps then research is multiplied by 0.9 and industry is multiplied by 0.2...
Um, yeah, that's not right, having that multiplier just hit the basic planet production would be fine, but having it hit after huge number of effects not so fine. I'll fix that.
The effect on other species is
Code: Select all
''' EffectsGroup
scope = And [
PopulationCenter
OwnedBy empire = Source.Owner
Not OR [
Species name = Source.Species
Species name = "SP_EXOBOT"
]
Not Population high = 0
Not Contains Building name = "BLD_CONC_CAMP"
WithinStarlaneJumps jumps = 5 condition = Source
]
activation = PopulationCenter
stackinggroup = "XENOPHOBIC_LABEL_@1@_OTHER"
accountinglabel = "XENOPHOBIC_LABEL_@1@_OTHER"
priority = [[LATE_PRIORITY]]
effects = SetTargetIndustry value = Value - Target.Population * 0.1
short version: a non-xenos species within 5 jumps loses 0.1 PP per population—hadn't noticed it was
target population not current population, not sure that should be the case either.
Yeah, looking at that the xenophobic self industry malus is clearly way too high for where I set the priority and needs to be changed, many many thanks for highlighting that.