I'll add it to policies, but I'm not sure about specials. Liberty and Conformance are more about having opinions of what the empire is doing, so having them affect likes and dislikes of specials seems unnecessary.wobbly wrote: ↑Sun Jul 25, 2021 5:18 pm The scaling from liberty and conformance is only affecting buildings (not specials or policies). This is either a bug or the policy description is misleading.
My preferene is it affecting specials/policies in which case policies_macros and specials_macros are missing a line.
Testing Government and Influence
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- Geoff the Medio
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Re: Testing Government and Influence
Re: Testing Government and Influence
I consider specials "doing something". You're sticking a colony on the planet. You are sending people to work the factories of the tidally locked planet etc..Geoff the Medio wrote: ↑Sat Jul 31, 2021 9:39 amI'll add it to policies, but I'm not sure about specials. Liberty and Conformance are more about having opinions of what the empire is doing, so having them affect likes and dislikes of specials seems unnecessary.wobbly wrote: ↑Sun Jul 25, 2021 5:18 pm The scaling from liberty and conformance is only affecting buildings (not specials or policies). This is either a bug or the policy description is misleading.
My preferene is it affecting specials/policies in which case policies_macros and specials_macros are missing a line.
That said I'm fine with either option. Either way makes sense.
Re: Testing Government and Influence
Another thing that should not be forgotten for Release 5.0. Should I make a GitHub issue for it?wobbly wrote: ↑Sun May 02, 2021 7:13 pmAnything with the artistic tag in \default\scripting\speciesLienRag wrote: ↑Sun May 02, 2021 6:52 pmInteresting¹, but which are the Artistic species ?Geoff the Medio wrote: ↑Sat May 01, 2021 10:20 amThere are also policies specifically for adjusting how much effect species likes and dislikes have on stability (liberty and conformance), and for boosting stability via various other means, like exporting luxury specials, artisan workshops for artistic species,
I don't think it's mentioned anywhere (and I checked that it's not mentioned in the description for Artisan Workshop).
¹ Though the fluff is a bit lame imho.
e.g. cynos, egassem, fiftyseven, human, misiorla, ourbools, scylior, silexian, sslith
Also, as far I can see, the stability effect described for Artisan Workshop (...will export aesthetically pleasing crafts to planets in their system, boosting the stability of those planets) seems missing, too.
Re: Testing Government and Influence
Are you sure? From influence.macrosGrummel7 wrote: ↑Sun Aug 01, 2021 4:20 pm Another thing that should not be forgotten for Release 5.0. Should I make a GitHub issue for it?
Also, as far I can see, the stability effect described for Artisan Workshop (...will export aesthetically pleasing crafts to planets in their system, boosting the stability of those planets) seems missing, too.
Code: Select all
EffectsGroup // artistic species make planets that like them or are also artistic and that are in their system more stable when set to influence focus
scope = And [
Planet
InSystem id = Source.SystemID
Not Source
Species
Not Species name = Source.Species
//Or [ // TODO: implement once species-species opinions are working...
HasTag name = "ARTISTIC"
// (SpeciesSpeciesOpinion species = LocalCandidate.Species species = Source.Species > 0)
//]
]
activation = And [
Species
HasTag name = "ARTISTIC"
Happiness low = 10
Focus type = "FOCUS_INFLUENCE"
]
accountinglabel = "ARTISAN_APPRECIATION"
effects = SetTargetHappiness value = Value + 1.0
Re: Testing Government and Influence
Code: Select all
// TODO: should this move to happiness.macros ?
It only works when one artistic species is set to influence focus and another planet in the same system that has a different, but also artistic species. A lot of conditions for a lousy +1 bonus.
- Geoff the Medio
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Re: Testing Government and Influence
It's not the only feature of the trait, so I didn't think it needed to be amazing, but I'll remove some of the requirements to get the bonus, in particular the focus requirement.
Re: Testing Government and Influence
I saw that both the Translator and Indoctrination have been severely buffed.
By chance I found that the Translator can be built multiple times on the same planet. I doubt that that is intended.
Regarding Indoctrination: With the flat influence bonus, now the influence cost of 1 per colony really hurts, though it may still be worth it, +10 Stability helps a lot. One thing that bothers me, is that while it takes 40 turns to get your own people fully indoctrinated, conquered people catch up immediately. Wouldn't it make sense for a conquered planet to take 40 turns to get the full bonus as well? Scripting that requires a little code amendment, but I've done that already in my environment, if you like the idea.
By chance I found that the Translator can be built multiple times on the same planet. I doubt that that is intended.
Regarding Indoctrination: With the flat influence bonus, now the influence cost of 1 per colony really hurts, though it may still be worth it, +10 Stability helps a lot. One thing that bothers me, is that while it takes 40 turns to get your own people fully indoctrinated, conquered people catch up immediately. Wouldn't it make sense for a conquered planet to take 40 turns to get the full bonus as well? Scripting that requires a little code amendment, but I've done that already in my environment, if you like the idea.
- Geoff the Medio
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Re: Testing Government and Influence
Is this really a "severe buff"? It changes from a 2x scaling to a flat bonus, and restricts it capital and regional admin planets.
Probably not.By chance I found that the Translator can be built multiple times on the same planet. I doubt that that is intended.
Sure, sounds reasonable... Bonus would depend on the lesser of the time since adoption and the time since conquering a planet, then?One thing that bothers me, is that while it takes 40 turns to get your own people fully indoctrinated, conquered people catch up immediately. Wouldn't it make sense for a conquered planet to take 40 turns to get the full bonus as well? Scripting that requires a little code amendment, but I've done that already in my environment, if you like the idea.
Re: Testing Government and Influence
+1 (note this creates an unexpected result on reinvasion - your carefully indoctrinated people lost all of their indoctrination, but it is better than what we have now. and scripting for reinvasion sounds mostly impossible with the current system)Geoff the Medio wrote: ↑Sat Aug 07, 2021 8:14 pmSure, sounds reasonable... Bonus would depend on the lesser of the time since adoption and the time since conquering a planet, then?Grummel7 wrote: ↑Sat Aug 07, 2021 7:05 pmOne thing that bothers me, is that while it takes 40 turns to get your own people fully indoctrinated, conquered people catch up immediately. Wouldn't it make sense for a conquered planet to take 40 turns to get the full bonus as well? Scripting that requires a little code amendment, but I've done that already in my environment, if you like the idea.
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Re: Testing Government and Influence
Sure it is. Not the +5 vs x2, but the restriction. I rarely want to set my capital to influence focus, since the square root effect favors smaller planets. And you cannot built lots of Regional Administrations, have to be 6 jumps apart, they get more expensive the more you build, and have non-trivial prerequisites, too. But I'll give it a try, Indoctrination needed a de-buff, +10 Stability without any real disadvantage was just too strong.Geoff the Medio wrote: ↑Sat Aug 07, 2021 8:14 pm Is this really a "severe buff"? It changes from a 2x scaling to a flat bonus, and restricts it capital and regional admin planets.
Exactly. I'll create a pull request tomorrow.Probably not.By chance I found that the Translator can be built multiple times on the same planet. I doubt that that is intended.
Sure, sounds reasonable... Bonus would depend on the lesser of the time since adoption and the time since conquering a planet, then?One thing that bothers me, is that while it takes 40 turns to get your own people fully indoctrinated, conquered people catch up immediately. Wouldn't it make sense for a conquered planet to take 40 turns to get the full bonus as well? Scripting that requires a little code amendment, but I've done that already in my environment, if you like the idea.
- Geoff the Medio
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Re: Testing Government and Influence
What do you mean by "severe buff" and "de-buff" then? To me, a "buff" is an improvement / increase / making something more useful or powerful. A "nerf" would be the opposite. A "severe buff" would be a very large increase in how powerful or useful something is.Grummel7 wrote: ↑Sat Aug 07, 2021 9:14 pmSure it is. Not the +5 vs x2, but the restriction. I rarely want to set my capital to influence focus, since the square root effect favors smaller planets. And you cannot built lots of Regional Administrations, have to be 6 jumps apart, they get more expensive the more you build, and have non-trivial prerequisites, too. But I'll give it a try, Indoctrination needed a de-buff...Geoff the Medio wrote: ↑Sat Aug 07, 2021 8:14 pm Is this really a "severe buff"? It changes from a 2x scaling to a flat bonus, and restricts it capital and regional admin planets.
Regardless, if you have suggestions for how better to balance Indoctrination, then please post or make a pull request...
Re: Testing Government and Influence
I meant de-buff / nerf from the beginning, sorry for the confusion.Geoff the Medio wrote: ↑Sat Aug 07, 2021 9:28 pm What do you mean by "severe buff" and "de-buff" then? To me, a "buff" is an improvement / increase / making something more useful or powerful. A "nerf" would be the opposite. A "severe buff" would be a very large increase in how powerful or useful something is.
Regardless, if you have suggestions for how better to balance Indoctrination, then please post or make a pull request...
Indoctrination definitely was too powerful before. Now you will have to set a lot of planets to influence focus to use it. Whether it is too expensive I cannot tell without trying. It also depends on other changes, such as the reduced effect of the Translator.
Re: Testing Government and Influence
Well, the meters start at zero after a reinvasion as well, so I don't think it would be unexpected.
I guess we could add a meter that meassures how strongly a population likes to go back to the old empire. This could affect a lot of things, but of course that is not a small change.
- Geoff the Medio
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Re: Testing Government and Influence
A species-empire-opinion tracking system is vaguely planned for post v0.5.0. This would be used for game mechanics like non-invasion annexation of planets, whether a non-owned planet will contribute to an empire, and how a planet's population reacts to a ground combat / invasion happening (is it a "liberation" or an "occupation"?).
Since it also/already requires a particular building and a policy, the focus requirement could be removed.
Re: Testing Government and Influence
So Capital or planets with Reg. Admin would have the +5 influence regardless of focus, right?Geoff the Medio wrote: ↑Sun Aug 08, 2021 9:48 amSince it also/already requires a particular building and a policy, the focus requirement could be removed.
In that case I think I like more to remove the Capital/RegAd requirement and keep the focus need.