The purpose of a governor is to oversee a planet’s growth and development, both in terms of its population as well as the planet’s production. A governor is essentially a set of rules that can be assigned to one or more planets. Some of the rules can have a set of conditions defined, that need to be fulfilled in order to execute the rule. Additionally rules can be grouped together, and the entire group is executed or skipped based on a group-condition.
You can create a governor that has one or several of these rules defined. Every tick the set of rules are executed on the planet(s) that have a specific governor assigned.
You can assign the same governor to other planets as well. When you modify a governor, the changes apply to all planets that the governor is assigned to. You can create an unlimited number of governors.
Please Note: If the player manually sets a production (or an entire production-queue), the Governor will not override the planets production but instead wait until the manually set production has completely finished. This allows the player to manually override the governor production orders. The governor will continue with its production orders (if any) after the manually set planet production (or queue) has been completed.
The order of rules is very important! Rules are executed from top to bottom.
This means if you got a rule that says “convert all workers to farmers”, and one rule further down it says “convert all farmers to workers”, then as a result after processing all rules, that planet will not have any farmers assigned.
In order to avoid making mistakes we recommend to add a “Make sure enough Farmers are assigned to sustain its planets population” at the end of the list.
In order to avoid your empire running out of money (and losing valuable ships and facilities) we also recommend to add the rule “Switch this planets’ production to piling-up-wealth if empire is low on money” at the end of the list.
You can create a new governor by either right-clicking into the Heading of the Planet-View Screen, or by right-clicking into the Governor column of the Planets Screen. Select Governor from the context menu. Alternatively a simple double-click into both these areas will popup the Governor window as well.
The easiest method however is to click on the Governor icon in the Space View box in the Planet-View Screen.
The Governor dialog window looks like this:
The Governor Name is initially empty and needs to be filled in. Every governor needs to be given a unique name. The Governor Name box at the same time is a list box, that lists all other governors that have been created. Use the drop-down list to switch between the various governors.
Below that you find the box that lists the rules. This box is initially empty as well. To add a new rule right-click into the box and select one of the rules from the context-menu.
Once you added a rule it most likely requires you to specify additional information. This is indicated by the link style text in the rule. Click on it and fill in the required information. A governor is only valid if you filled in all required information.
You can activate/deactivate a specific rule by clicking on the tick box at the beginning of each rule. You can delete rules either by using the context menu, or by pressing the Delete Key while one or more rules are selected.
You can modify an existing governor at any time. Simply double-click on the governor in the Planets Screen, or double-click on the heading in the Planet-View Screen. Please note that if you modify a governor that is assigned to other planets as well, those changes apply to all planets the governor is assigned to.
Certain rules require to specify one or more conditions that need to be fulfilled in order to execute that rule. You can do so by right-clicking on the rule, and then selecting the desired conditions from the Set Conditions sub-menu.
Please note that you can select multiple conditions at once.
In order to remove one or more conditions from a rule, use the “Set Conditions” sub-menu again, and untick the conditions that you want to remove.
All conditions can be combined with either an “and” or an “or” logic operation.
It is also possible to set the condition to “always”. This makes sense in some cases, especially when grouping several rules together, where the condition in the group already covers all conditions for the grouped rules.
Most of the rules require you to specify a value, like for instance “If number of Farmers is higher than 5“. By default this value is an absolute number. However sometimes it makes sense to base that condition on a percentage value instead, like for instance “If number of Farmers is higher than 30% of the Population Count”.
You can do so by right-clicking on the “specific number” parameter. This will bring up a list of available percentage values. You can select one of them. The following percentage values are available:
Percentage Of Population Count
Percentage Of Population Limit
Percentage Of Total Planetary Space
Of course it is also possible to switch back to an absolute value as well.
It often makes sense to group several rules together. An example would be if you had two or more rules that all have the same condition. For better readability it makes sense to group these rules together and define a common condition in the group itself.
You can group several rules together by selecting them, then right-click one of them and pick Create Group from the context menu.
When a group is about to be executed, it checks if all conditions are met, and then continues to execute the rules inside the group. Otherwise it will skip the entire group and continue with the rule after that group.
The order of rules is very important, as the rules are executed from top to bottom, one after another. In order to get the desired result it is necessary to run the rules in the correct order.
To do so you can arbitrarily change the order of rules, by dragging and dropping a rule from one spot to another. The dropped rule is inserted in-front or behind the target rule, as the drag marker indicates.
You can drag rules in and out of existing groups as well.
A governor can be flagged as the Default Governor for Freshly Colonized Planets. This means that if you colonize a new planet, this Governor will be automatically assigned to it and it will start right away to oversee that planet.
The same is possible for planets that you conquer. Flag a governor as the Default Governor for Freshly Conquered Planets if you want that governor to be automatically assigned to such planets.
When you create a new governor it is not yet assigned to a planet. You can do so right from within the governor window, by clicking the “Assign To Planet...” button.
This only allows you to assign the current governor to the planet from which you originally started the governor window. However, you can assign an existing governor to other planets as well: In the Planets Screen right-click on a planet and from the sub-menu Assign Governor select the governor that you wish to assign.
Of course you can assign a governor to several planets at once, by selecting the desired planets first and then use “Assign Governor” on all of them.
You can also assign a different governor to the current planet from within the Planet-View Screen, by clicking on the governor name right below the governor icon in the Space View box.
We strongly recommend you test your governors as much as possible before assigning them to multiple planets. To do so, manually convert your citizens’ job assignments and change the production of the planet, while using the ‘Run Governor’ button to test how the governor behaves under various scenarios
If your governor does not produce the desired result, this is often caused by some rules negating each other, even if by themselves they would work just fine. You can test for these cases by ‘single stepping’ through your governor. To do so, un-tick all rules, except for the ones that you want to test, and press the ‘Run’ button. Re-tick more and more rules until you found the rule that is causing a problem.
manual\governors.txt · Last modified: 2012/02/26 22:17 by nongolf
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