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  #721  
Old September 20th, 2003, 07:14 PM
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Fyron Fyron is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Some have said that the vanilla se4 Climate Control will never help a Planet out of deadly rendering a planet useless for the entire game.
That is wrong. The planet will eventually come out of deadly, it just takes a lot of time.
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  #722  
Old September 20th, 2003, 07:40 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
As for the population, I will run a few tests with AIC, as I would believe the reproduction rates are ten times lower in AIC than in the vanilla game. (Which means reproduction only occurs at the end of each year instead of each month)
Agreed, AIC in not modeled exactly like vanilla se4 in many ways.
As with this instance, yes; for a Population census; AIC does check the Reproduction frequency on a yearly basis
- - - -

Quote:
But I am not sure how the +x% of reproduction rate is working, and I am not even sure if my obversations are really correct and acurate.
Benchmarked with all characteristics at default of 100%, Neutral Culture, Human Player, Organic Race (All else is at defaults)

With Vanilla, se4 your starts will be about 10% and at any start will increase only as per the Planets Condition.
If one was able, to start with the Vanilla se4 Gestation Vats III then it may be only 13% reproduction rates, and at any start will increase only as per the Planets Condition.

However with AIC and without Gestation Vats, your start should be about 13% and at any start will increase only as per the Planets Condition.
If one was able, to start with the AIC Gestation Vats III then it may be 16% reproduction rates, and at any start will increase only as per the Planets Condition; for example good, mild or Optimal

With above true.
= = = = =

Now as a simple test for others to prove AIC Cutures Centers do have the a +x factor on the Home Planets reproduction rate if desired.

Lets test this with a benchmark of all characteristics at default of 100%, Neutral Culture, Human Player and Organic Race (All else is at defaults)
Start game and review planet

We now have reproduction Rate x%
Now please delete all Agrarian Culture Centers only and you will find that (x) has just been reduced by one.
After noting this, please delete all Culture Centers from the HW Planet, you will find a further reduction from (x) of one.

As you can see it does work

Quote:
It was actually much easier than what I initially believed, each facility is increasing the annual reproduction rate of the planet by X% and that is basically all. (A planet with a reproduction rate of 10% means 15% with the best facility for example)
You got it

Now we can raise the AIC default base of Empire Starting Percent Reproduction of 11, to anything with in reason. If players would prefer for example 15% as a base, this will add more spice v4.0.

This would increase the above (x) numbers by 4%.

What are your thoughts?

[ September 20, 2003, 19:31: Message edited by: JLS ]
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  #723  
Old September 20th, 2003, 08:22 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Many have said your stating HW Planet will never be hit by High and Cat events EVER.
~ ~ ~ ~

Quote:
Originally posted by PsychoTechFreak:
I will never say that again, it can be reproduced easily with a 2 system galaxy, one player, F12 button test and a reduced events.txt to get only core and plasma instabilities.
PTF, do you now pool your voice with players that may believe that actual High and Catastrophic events DO affect the Human Players Home World Planet ?

This would be contrary to your initial finding from: Are homeplanets affected by high/catastrophic events?


At 90% event Chance: and with a practical least of more then 1 player in your test; result was:
Quote:
Homeplanet name: Arianna I (has not been affected by high/catastrophic events within the first 1250 turns)


[ September 20, 2003, 19:39: Message edited by: JLS ]
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  #724  
Old September 20th, 2003, 08:42 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by JLS:
PTF, do you now pool your voice with players that may believe that actual High and Catastrophic events DO affect a Human Players Home World?

This would be contrary to your initial finding from Are homeplanets affected by high/catastrophic events?
I have to. Yesterday I performed some single player quick tests (2 systems) with weird results. The very first run (high frequency) has not shown even one event within 100 years. But from the 2nd run on (with different event frequencies, but everything else remained the same) all of them ended with homesystem star destroyed within the first 10 years. If there would be a hardcoded homesaver, this should not have happened. In some cases, which seem to be dependend on some unknown random start situation of the program, the homeworlds are safe from high/cat events, like in my 800 year simulation. Probably some day we find this unknown start setup... It could be a kind of easteregg subprocedure from MM, that sometimes is active, sometimes not.
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  #725  
Old September 20th, 2003, 08:45 PM
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Default Re: AI Campaign => For a Challenging AI opponent

JLS, as events are a really weird thing, perhaps we should try to set a few tests in different conditions to see what happens? (A test with Low chance for an event, another with Medium and High, yet another with two systems and two human players, another with 255 systems and 20 empires and so on) I mean, there are so many weirdness with the events that we might consider *every* possibility. (And of course, all these tests should use the same file just in case) Hopefully we might make sense of all these contradictory results. (Like the case of 0.0 with the planet conditions for instance)

As for the reproduction rate, yes I did understand afterwards. I have to admit I expected something much more complicated. I am even quite disappointed. Joking apart, what do you think about the Reproduction ability? Am I the only one who thinks it is too cheap to raise from 100 to 110? (And perhaps also Environemental Resistance)

And as for a raise of the basic reproduction rate, hmm, very good question indeed. I would say yes, as reproduction is only really useful on well populated worlds (above a billion of inhabitants), as a reproduction value of 10% means an inhabitant each month for a world which has 100 million settlers. (So the minimal value) You do need quite a few inhabitants before the reproduction value is important. *Will ponder on the topic*
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  #726  
Old September 20th, 2003, 08:56 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Environmental Resitance is not too cheap... it takes 5% in it to get a 1% bonus to reproduction and happiness.
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  #727  
Old September 20th, 2003, 08:59 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by PsychoTechFreak:
I recall an implemented "use facility" switch in the command line, but it does not work. An on/off toggle switch for facilities would be a nice SE5 feature also, very useful for mining facilities in limited resources games.
PTF, are you saying that in your opinion this Ability does not work?

Change Bad Event Chance - System
Value1 = Percentage change in chance for bad event for entire system (+/- percentage).
Value2 =

This is basicly how the Fate shrine and the Heroes Epic Facility is laid out.

[ September 20, 2003, 19:59: Message edited by: JLS ]
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  #728  
Old September 20th, 2003, 09:01 PM
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Default Re: AI Campaign => For a Challenging AI opponent

No, that is not what he said at all. He was more talking about a way to turn a facility on or off without having to scrap and rebuild it.
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  #729  
Old September 20th, 2003, 09:27 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Imperator Fyron:
No, that is not what he said at all. He was more talking about a way to turn a facility on or off without having to scrap and rebuild it.
Thanks
Sorry and Good point PTF, I will keep the cost down so "scrap and rebuild" will be near insignificant

[ September 20, 2003, 22:59: Message edited by: JLS ]
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  #730  
Old September 20th, 2003, 09:31 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Originally posted by Alneyan:
Quote:
JLS, as events are a really weird thing, perhaps we should try to set a few tests in different conditions to see what happens? (A test with Low chance for an event, another with Medium and High, yet another with two systems and two human players, another with 255 systems and 20 empires and so on) I mean, there are so many weirdness with the events that we might consider *every* possibility. (And of course, all these tests should use the same file just in case) Hopefully we might make sense of all these contradictory results. (Like the case of 0.0 with the planet conditions for instance)
Agreed, if one wants to publish a serious test finding, then a benchmark with parameters must be established and agreed upon by some majority; first

Then secondly and most of all; not influenced until that test is completed and published.

Would all not agree?

Also to say, I very much do concur and agree with PTFs initial test results from the High/Cat Thread
Home World is less likly to be effected by high and Cat events.
His Lucky versus Cursed results
AIC having to many rebellions from the v4.01 events files; at 90% Chance considerer

Although I would have preferred a 40% test, I have found PTF�s test very successful and informative, and to date many tendencies I may have in regards to the Events file adjustments will be subject from his Initial Test.

Alneyan, it would truly be appreciated if you would run some tests of your own, with varying and logical in-game parameters as PTF did with his 90% 4 Player test, if time would permit you.
- - - -

Quote:
what do you think about the Reproduction ability? Am I the only one who thinks it is too cheap to raise from 100 to 110? (And perhaps also Environemental Resistance)
Concerning Charicterteristic, Culture and Trait costs, and their modifiers AIC will be implementing PvK�s Traits Balance mod, PvK has put a lot of time and thought into this and I do expect much of this to be integrated into AIC.

Considered discussion really should be based on this.

Obviously all cannot be used or totally intact, but as a tool to start any project with, it is my opinion there can be no finer.

>PvK's Traits Balance Mod<
- - - -

Quote:
And as for a raise of the basic reproduction rate, hmm, very good question indeed. I would say yes, as reproduction is only really useful on well populated worlds (above a billion of inhabitants), as a reproduction value of 10% means an inhabitant each month for a world which has 100 million settlers.
Agreed
- - - -

Quote:
You do need quite a few inhabitants before the reproduction value is important.
*Will ponder on the topic*
This is intentional for AIC and we would like to consider any real effect on this, that may alter its integrity

[ September 20, 2003, 23:29: Message edited by: JLS ]
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