I'd like to propose new Team Galaxy. It will be medium size.
Minimum rank is 1, however 0 rank players that already dominated their galaxy are welcomed as well.
Start Time: Fri 28.10.2011 CET evening
General Theme:
- Huge planets(1000 space) with no real population limit and plenty space for PD.
- High corruption modifier to balance high maximum population(100) on planets.
- Plenty of small systems packed in small area(this will balance starting positions and create many points of interest)
- High(even higher than in 'normal' galaxies) Governor impact on game-play. Manual citizen management is getting messed with population over 50.
- 100 turns Peace period
- 100 fast ticks (1h)
- After Peace period ticks change to 3h.
- forum sign up
Player requirement:
1. activity
2. basic governor usage, manual population management is time-consuming and annoying(and 'messy') for huge planets 3. reading this post
Galaxy Settings:
Size: 6x4x5 or 6x3x7
Players: 16-26
Fast Ticks: 100
Fast Tick Length: 1h
Regular Tick Length: 3h(or 2h).
Sector Size: 110 units
Planet Count Per System: 4 - 4
Regular Planet Space: 1000-1000
Regular Planet Commodities: 32 - 42 Food/Production/Science
Technology Cost Multiplier: 800
Colony-Module Multiplier: 150
Homeworld Planet Space: 1000
Homeworld Planet Commodities: 50 Food 65 Production 25 Science
Homeworld Population Count: 14
//All HQ system planets are Juicy
Homesystem Juicy Planets Count: 3
Homesystem Juicy Planet Space: 1000 - 1000
Homesystem Juicy Planet Commodities: 40 - 40
Number of Colony Ships: 4
Starting Credits: 500
// HQ have overbuffed size like all other planets and it's not possible to lock HQ size without locking other stats.
Custom Homeworld Changes: 0 disabled.
//5 civ changes means that to pick advantages in some areas you have to pick disadvantages in other.
Custom Civilization Changes: 5
Space 1000 can be set manually by Erwin, however population management is a little 'messy'.
If someone would like to join, but didn't sign up please sign up on reserve list. We might draw extra players from reserve list or replace someone if sth happen.
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the problem might be the cs engine which slows down if you are looking at many citizen/troop icons at the same time
over 200 really slows down cs.
it would make more sense to have instead of 300troopers in your trooper box, to have like 10 troopers, one for every rank, and then n# of troopers next to that rank box.
__________________ This post has been edited 4.8E30 time(s), it was last edited by inerz: Today, 18:55.
http://www.youtube.com/watch?v=H9-1uDF8bPo
This post has been edited 1 time(s), it was last edited by inerz: 07.10.2011 17:54.
Originally posted by Nongolf
huh? Since when can we make planets that large?
Thought the limit was 40 or 45 or thereabouts.
nope, the limit is 400 when setting custom home traits, but that's only 40 ppl.
So 1000 would be just 100 ppl, would be funny to try to max pop it though
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quote:
Originally posted by inerz
sometimes i think outside the box, but not because im original. no. simply because i sometimes forget where the box is.
I asked Erwin if it's possible to set planet size to 1000.
Erwin answered that he could do that, but with high population planet UI is getting messy(same issues as large number of troopers)
Originally posted by xmer
I asked Erwin if it's possible to set planet size to 1000.
Erwin answered that he could do that, but with high population planet UI is getting messy(same issues as large number of troopers)
That's 100ppl, right? or you meant 1000ppl?
Having 100-300 troops doesnt seem to be that big of an issue so i dont think 100 ppl planets would be that bad.
But i doubt that anyone will manage to get to that number if calculations for growing new citizen stay the same.
(you can, but that would mean it doesnt produce anything for the whole game i guess)
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quote:
Originally posted by inerz
sometimes i think outside the box, but not because im original. no. simply because i sometimes forget where the box is.
Originally posted by mizzihood
I think I pointed out once the fact that corruption will not be what you want it to be with such planets because corruption is:
Now with big planets and populations not even near the max pop the corruption will be less what you might expect.
perfect! giant planets without corruption
makes sense
maybee it's doable to multiply it with 25 or smtg, or set max planet pop to some number for all planets to get full corruption penalty at ~50 citizens.
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quote:
Originally posted by inerz
sometimes i think outside the box, but not because im original. no. simply because i sometimes forget where the box is.
Registration Date: 26.12.2004
Posts: 8,274
Location: Vienna, Austria
Here's the actual conversation I had with xmer:
quote:
Originally posted by xmer
Is it possible with your support to set planetary space of regular planets (in galaxy settings) to 1000(maxpop 100)?
I could change the number, yes, but the result would be bad! I set the pop-limit to current limits because this is what made sense to me when trying to display the icons representing population. Going beyond that messes up the user-interface.
So in other words, I would not recommend it based on my experience with higher numbers. But since you guys pay for the server, you can try anything you like. Just don't blame me for it if things get hard to handle...
I've same opinion as Nongolf. 3h or 2h.
2h is generally fine, but it's too fast when there's a lot of action and you have to go to work.
3h is a little too slow, but it let you sleep well and work without worrying about CS.