concentration camps balance - v0.4.10.1 (build 2020-09-25.39cfe10)

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wobbly
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concentration camps balance - v0.4.10.1 (build 2020-09-25.39cfe10)

#1 Post by wobbly »

So it increases target industry, but immediately drops hapiness to 0 causing all meters to drop instead of decrease.
Last edited by wobbly on Sun Jan 03, 2021 1:03 pm, edited 1 time in total.

wobbly
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Re: concentration camps bugged - v0.4.10.1 (build 2020-09-25.39cfe10)

#2 Post by wobbly »

Went into single player mode and retested, where I can advance turns and look. Turns out its just the predictions displayed are bugged and it fixes itself next turn. Ignore (or perhaps make the UI a little clearer here).

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Re: concentration camps bugged - v0.4.10.1 (build 2020-09-25.39cfe10)

#3 Post by Ophiuchus »

wobbly wrote: Fri Jan 01, 2021 12:32 pm Went into single player mode and retested, where I can advance turns and look. Turns out its just the predictions displayed are bugged and it fixes itself next turn. Ignore (or perhaps make the UI a little clearer here).
If happiness goes to zero, it should prevent the increase of industry (if we merged that into 0.4.10), not change industry nor target industry.
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Re: concentration camps bugged - v0.4.10.1 (build 2020-09-25.39cfe10)

#4 Post by Oberlus »

Concentration camps has an effect that overrides every other target/current industry effect, making current industry meter value to react immediately to current population meter and ignore happiness.

https://github.com/freeorion/freeorion/ ... P.focs.txt

wobbly
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Re: concentration camps bugged - v0.4.10.1 (build 2020-09-25.39cfe10)

#5 Post by wobbly »

Now that I can see how they work, these things are way too good. I can invade an enemy colony and immediate whack down a concentration camp (I can do this without supply if I have the generic supplies tech), retreat my ships and say you have 'x' turns to get your troopers there, but if you make it you are still stuffed because the remnants are going to finish the job. Meanwhile I probably nabbed enough production points to build a colony behind my lines.

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Re: concentration camps bugged - v0.4.10.1 (build 2020-09-25.39cfe10)

#6 Post by Oberlus »

Maybe camps should take more than one turn to build.
Also, I think, not sure, there is some condition that removes remnants when conquered by another empire (different than the one that built the camps).

wobbly
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Re: concentration camps bugged - v0.4.10.1 (build 2020-09-25.39cfe10)

#7 Post by wobbly »

Oberlus wrote: Fri Jan 01, 2021 2:12 pm Maybe camps should take more than one turn to build.
Also, I think, not sure, there is some condition that removes remnants when conquered by another empire (different than the one that built the camps).
Yeah seems they disapeared when Hyperant took back the colonies. He only just made it and that's with troops already down and in transit. Not sure what's best here. How does it compare with time to evac?

Also the thread tittle is wrong now as I'm using this to talk about the balance now. I'll probably have more comments but I need more turns for my PP to stabalize 1st so I can see whether I lost or gained production.

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Re: concentration camps bugged - v0.4.10.1 (build 2020-09-25.39cfe10)

#8 Post by Oberlus »

I think you can edit thread's tittle by editting openning post's tittle.

wobbly
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Re: concentration camps balance - v0.4.10.1 (build 2020-09-25.39cfe10)

#9 Post by wobbly »

wobbly wrote: Sun Jan 03, 2021 6:57 am
Oberlus wrote: Fri Jan 01, 2021 2:12 pm Maybe camps should take more than one turn to build.
Also, I think, not sure, there is some condition that removes remnants when conquered by another empire (different than the one that built the camps).
Yeah seems they disapeared when Hyperant took back the colonies.
Spoke too soon. I can see my former colony. When I looked at it last turn it seemed to be fine, 3.88 pop and growing, this turn I can see the remnants & its 0.88 with an expected population of 0. The other colony he "saved" seems to be gone too. I can't see it but the supply lines suggest its now an outpost.

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