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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 26772 times)

Nirur Torir

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Re: Fallen Imperium - Turn 6
« Reply #315 on: June 23, 2011, 07:05:32 am »

Two things:

1: What about my attack?
2: I thought Mr. New rule says I get away with it since it is minor and took four days to find?
1: Oops, somehow missed seeing that ... The planet is yours!
-1 environmental damage from the battle.
-40% loyalty at the planet.
+5% loyalty at planet #24 due to nearby victory.

2: That's 24 hours after I post the turn.
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Vanigo

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Re: Fallen Imperium - Turn 6
« Reply #316 on: June 23, 2011, 12:58:33 pm »

Didn't get expanded marine transports even with the 10% bonus? Huh.
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Nirur Torir

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Re: Fallen Imperium - Turn 6
« Reply #317 on: June 23, 2011, 01:26:16 pm »

Didn't get expanded marine transports even with the 10% bonus? Huh.
Correct. (By all means, remind me if you think I messed up the research, but this time the RNG didn't want you getting four techs in one turn.)


I think I'm going to drop the previously stated 'free' bonus to research from having a trade route with someone who has the tech. Apologies to anyone who wanted their civilian merchants to glean secret military engineering techniques.
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Nirur Torir

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Re: Fallen Imperium - Turn 6
« Reply #318 on: June 26, 2011, 06:52:43 am »

New rule: Designs are usable on the turn you request them, but only if it's within four days of me posting the turn.
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evilcherry

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Re: Fallen Imperium - Turn 6
« Reply #319 on: June 27, 2011, 01:51:24 am »

Spoiler: Kozel'sk (click to show/hide)

Vanigo

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Re: Fallen Imperium - Turn 6
« Reply #320 on: June 28, 2011, 10:33:37 pm »

Spoiler (click to show/hide)
« Last Edit: July 01, 2011, 07:26:01 pm by Vanigo »
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Vanigo

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Re: Fallen Imperium - Turn 6
« Reply #321 on: July 01, 2011, 07:26:10 pm »

Guys?
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Vanigo

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Re: Fallen Imperium - Turn 6
« Reply #322 on: July 04, 2011, 01:35:42 pm »

Seriously, guys, turn.
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Nirur Torir

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Re: Fallen Imperium - Turn 6
« Reply #323 on: July 04, 2011, 05:16:59 pm »

Prods have been sent.

Are there any mechanics that need to be simplified? If the population/taxation thing is too much of a mess, I could reduce the number of significant digits and round more.
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Neyvn

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Re: Fallen Imperium - Turn 6
« Reply #324 on: July 04, 2011, 09:51:26 pm »

Gah I am still doing something wrong with my Pop Growth...

6414.2*0.055 - ((160-160)) (<= I put in 0) * 0.0005 = 0.176??????????
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Vanigo

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Re: Fallen Imperium - Turn 6
« Reply #325 on: July 05, 2011, 01:17:53 pm »

Gah I am still doing something wrong with my Pop Growth...

6414.2*0.055 - ((160-160)) (<= I put in 0) * 0.0005 = 0.176??????????
You messed up the parentheses. You're multiplying the entire thing by .0005, instead of just the (160-160). The correct equation is:
6414.2*0.055 - ((160-160) * 0.0005) = 352.7
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Neyvn

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Re: Fallen Imperium - Turn 5
« Reply #326 on: July 05, 2011, 06:12:50 pm »

Am I right in assuming that having Perfect Environment means I pay NO Environment tax???
Also the Research boost makes my new Research 1.3 right???

Spoiler (click to show/hide)
« Last Edit: July 05, 2011, 08:26:00 pm by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Nirur Torir

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Re: Fallen Imperium - Turn 6
« Reply #327 on: July 05, 2011, 06:27:47 pm »

Quote
Am I right in assuming that having Perfect Environment means I pay NO Environment tax???
Correct. Also, you don't really need to include the environmental penalty in your calculations for a perfect environment world, much as you've left off the *1 modifier from loyalty.

Quote
Also the Research boost makes my new Research 1.3 right???
No. It's 1.1 (tech) * 1.2 (racial), for a total modifier of 1.32. You'll always be 20% better then a no-modifier science race, which will be more noticeable once you get higher !!SCIENCE!! tech.
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Neyvn

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Re: Fallen Imperium - Turn 6
« Reply #328 on: July 05, 2011, 06:40:51 pm »

Quote
Am I right in assuming that having Perfect Environment means I pay NO Environment tax???
Correct. Also, you don't really need to include the environmental penalty in your calculations for a perfect environment world, much as you've left off the *1 modifier from loyalty.
??? What do you mean Modifier?

Quote
Also the Research boost makes my new Research 1.3 right???
No. It's 1.1 (tech) * 1.2 (racial), for a total modifier of 1.32. You'll always be 20% better then a no-modifier science race, which will be more noticeable once you get higher !!SCIENCE!! tech.
Nice...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Vanigo

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Re: Fallen Imperium - Turn 6
« Reply #329 on: July 05, 2011, 08:22:36 pm »

I don't know where you're getting that balance for next turn; by my math it should be 4031.
As for the modifier, loyalty is usually included in the population growth calculation. In your case, however, with 100% loyalty it's just a *1, which can be safely ignored.
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