As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
jmas's Imperium 12: Robo-toxicity

One other thing I meant to mention: in this game, construction was "the new planetology". smile

(I know we have some people here whose first language isn't English; perhaps you have heard of the expression used about fashion, that such-and-such trend is "the new black"?)

I was looking for RIW 80% and it wasn't there. But we saved some coins or "BC" if you prefer with the IIT techs we researched, and eventually were able to research RIW 60% and 40%, thank goodness. Otherwise we would have had to continue to pay 50% of the total output of all of our factories, just to clean up waste!
Reply

jmas Wrote:509 Industrial accident at Kholdan, which had 130 pop. I only spent enough on Eco to clean up the waste, and the next turn, the population maximum had been permanently reduced by half to 65 --ouch! The strategy guide says that the damage to a planet is not permanent. I'm pretty sure that's not true based on past experience, but does anyone know if spending more on Eco on the turn the accident occurs will mean less permanent damage?

I think what the guide means is that you can improve the planet with ATMOS and terraforming after the Accident has occurred but, as you say, the damage itself cannot be minimized. When the Accident hits your pop will still all be working and if you have ATMOS/terraform improvments to make you can 'save' them. In OSG21 we had an Accident on a size 80 reduced to 40 which was CLEAN'd and terraformed back to 60 immediately then later ATMOS'd back to 80. In this game, of course, you have no Planetology tech so you can only transport pop above new max to another planet, if available.

Good to see the finish to your report. I like the vote-rigging at the end. The Psilon AI is always worth hitting hard but nice to see a careful approach to brain bashing to set them up as the fallguy in the election. Nicely done. smile
Reply

I agree with Sargon here... atmos + soil can fix the planet. Actually, it can make the planet even better than it was, especially if it was small.

dathon
"A fanatic is one who can't change his mind and won't change the subject."
"It is not the fall that kills you. it's the sudden stop at the end." -- D. Adams
"Don't you hate it when your boogers freeze?" -- Calvin
"Very funny, Scotty, now beam back my clothes!!"
Reply

dathon Wrote:I agree with Sargon here... atmos + soil can fix the planet. Actually, it can make the planet even better than it was, especially if it was small.

When I did a stab at RBO 8 map, Meklon got hit by the industrial accident event, and I had atmos. The planet ended up larger than before.

I think there's a bug in the size reduction code there. Eg, the planet have a base size of 100, and it has been terraformed up to 130. When the accident event hit, the base size is reduced to 65, which when re-atmos'd end up as 130 base size, which you can now start terraforming up to 160.

I have no idea how large a Gaia'd Orion could end up like in this way.
Reply

kjn Wrote:When I did a stab at RBO 8 map, Meklon got hit by the industrial accident event, and I had atmos. The planet ended up larger than before.

I think there's a bug in the size reduction code there. Eg, the planet have a base size of 100, and it has been terraformed up to 130. When the accident event hit, the base size is reduced to 65, which when re-atmos'd end up as 130 base size, which you can now start terraforming up to 160.

I have no idea how large a Gaia'd Orion could end up like in this way.

Strange! The Industrial Accident changes modified max pop down to half current size, so 65 as you say for 130 Meklon. ATMOS adds 20 to base max pop & modified max pop for Radiated planets which should make 85 max. It would then take Soil plus Advanced Soil to up 85 max to 130 max. I thought the only gain was with smaller planets, as Dathon mentions, eg. size 40, terraformed to 60, Accident to 30, ATMOS to 50, terraformed to 70 (gain from Soil would also be greater). It would certainly be a bug for ATMOS to add more, players would be praying for Accidents at their larger planets!
Reply

sargon0 Wrote:Strange! The Industrial Accident changes modified max pop down to half current size, so 65 as you say for 130 Meklon. ATMOS adds 20 to base max pop & modified max pop for Radiated planets which should make 85 max. It would then take Soil plus Advanced Soil to up 85 max to 130 max. I thought the only gain was with smaller planets, as Dathon mentions, eg. size 40, terraformed to 60, Accident to 30, ATMOS to 50, terraformed to 70 (gain from Soil would also be greater). It would certainly be a bug for ATMOS to add more, players would be praying for Accidents at their larger planets!

It might be because I simply poured every single BC in the planet into ECO, and also doubled that with reserves on the very turn of the accident. Later clean-ups might not have the same effect. One way or another, I was surprised by having all the old population present, and lots of new space.

Is there any way of triggering events, like you imply in the Imperia 12 results thread about comets?
Reply

kjn Wrote:Is there any way of triggering events, like you imply in the Imperia 12 results thread about comets?

You cannot force events but you can make them more likely. If you disable the events you do not want you are guaranteed the next event will be your choice, just not when or where. If you reduce the turn number of the last event at DE80 and/or increase the current turn number at E232 to be about 100+ apart then the next event should arrive pretty quickly. If the event occurs not where you want, just reload & retry (use first save then G+L+space+N is quick).
Reply

sargon0 Wrote:You cannot force events but you can make them more likely.
/snip/

About what I guessed then, thanks.

When my computer situation is un-fucked, I think I'll try some systematic testing of some things MOO.
Reply

Thank you Sargon for your comments on the end game! it was a little frustrating sometimes to feel like I had to be that calculating; probably some of the urgency I felt was due to my physical difficulties playing the game (though also the variant rules made the game a little more difficult to mop up), but in any case it ended well for me.

thanks to others also for chiming in about industrial accidents.

I'm really leaving this time, should be able to log back in in a couple of days.
Reply

jmas Wrote:I welcome comments/feedback; please be aware I plan to leave later today for a couple days so replies may be delayed.
No worries - I think most of us just assume one another will periodically disappear for a few days without warning. (At least ... it's safe to assume I will!) As long as it's not closing day or your turn in an SG, most folks are willing to wait. At least, I think/hope that's right!

Quote:Say, RefSteel, in my post-official game terraforming, I noticed that after getting IT+40 and some planets being terraformed.. I received threats from FOUR races in the same turn (2545). So maybe total pop can trigger threats, or else it is as you suggested, production (of which employed, planetology-tech-level empowered Meklar colonists have plenty)!
Yeah; I'm not sure how to test this, since increasing population necessarily leads to increasing production (and therefore doubly to increasing total power) - I suppose one could use a trick like: 1) build up a large reserve, 2) pour reserves into mature colonies to ensure declining production (i.e. five turns' worth of reserves to planet A, four turns' worth to planet B, three turns' worth to planet C, etc.) and 3) spend heavily on pop growth at large immature colonies. Repeat this enough times in enough different test games without any "We fear you" complaints, and it would support my latest hypothesis that it's production that leads to these messages.

Anyway, a well-played game; I hope your hands are feeling better!
Reply



Forum Jump: