Bingeling -> RE: Few game mechanics questions (5/28/2013 9:59:28 AM)
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You ask about a lot of things that I don't know... 1: Tax vs population growth have been changed in Shadows. It is way too early to tell. 2: If you pay attention, it should be easy to figure out? If you have a population that is grumpy while at war (including war with own species), note their growth, and do the same once war is over. Or test with taxes. 3: Dunno. 4: Recreation and medical do at least provide happiness. And a bit bonus happiness from structures, means that you can tax them harder and still have the same happiness. 5: Colony development, as long as I understand what you ask about [image]http://i1109.photobucket.com/albums/h426/Bingeling/Ikurro/part8/colonies_zpsc5017d79.jpg[/image] The Qu is the quality. This is a feature of the planet/moon, and can only be influenced by random events (gain 1 quality), or be temporary lower from events (disasters, bombardment). The C is culture or something. Any well supplied colony has 100 culture. Beta Kapola 1 is there. If they got an ultra rare, they got at +35 (135) development/culture. The capital could be there, but the +35 is probably from the wonder built there. "Bonus development from ruins" are included. That is probably the reason for most of those over 100. A lack of luxuries (less than 10) reduces culture, that is an issue with the bottom feeders. Sollost 5 has 101, which could be a mix of a bit negative for missing luxuries, and a bonus from a ruin. There are so many with small bonuses in this game, that I would have to check to see what causes it, that would be an awful lot of ruins. And I am too lazy to open that game. 6: Terp? If you dig on this forum, maybe. It is about population levels, probably? Maybe some race stuff. 7: See the answer in 5. Enough luxuries, a store of an ultra rare. A fancy wonder. Possibly a few more. 8: Planet quality: I think quality influences population max, because if you colonize a 22% or thereabouts (that makes sense with certain ultra rares or empire wide ruins), the max population is extremely low. 30M or so. Quality is a big factor in revenue generation, development should also be a factor (I think). The same game as the above, much later. [image]http://i1109.photobucket.com/albums/h426/Bingeling/Ikurro/part12/colonies_zps122e8cdc.jpg[/image] Compare Freepid and Da Suukha 3. One is above the other in the list. Same population level, same culture, same tax level. And 144k vs 96k revenue. The difference is 99% or 84% quality. Beta Kapola 1 is even lower than Freepid, have more population, same development, but even worse revenue. There are a couple of large low qualities that don't make the list (they are sorted on revenue). Towards the top there is Yaselur 2 vs Framisc Yagin 1. The latter is more valuable, as could be expected from higher population but notice that the AI has higher tax on Yaselur 2. That is probably due to bonus happiness from the local development bonus. All of these are spaceports, without them maybe all tax would be 1 lower. I lose a ton of income that game, because the dimwits migrate people out of Kuristar 1...
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