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Author Topic: Fallen Imperium - Turn 10 - Need replacement!  (Read 26813 times)

Vanigo

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Re: Fallen Imperium - Turn 4
« Reply #270 on: June 11, 2011, 04:11:26 pm »

Evilcherry, I don't know where you think you're getting 55400 research from, but you don't have nearly enough left after manufactories and terraforming, even with the 10% bonus from research I. Also, that's the wrong population growth formula. It should be 5884*(1.2 * .05 * 1 morale - (1*.0005) environment) = 350.0
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evilcherry

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Re: Fallen Imperium - Turn 4
« Reply #271 on: June 11, 2011, 06:29:58 pm »

Evilcherry, I don't know where you think you're getting 55400 research from, but you don't have nearly enough left after manufactories and terraforming, even with the 10% bonus from research I. Also, that's the wrong population growth formula. It should be 5884*(1.2 * .05 * 1 morale - (1*.0005) environment) = 350.0
I should have put more faith into excel. Or to recycle my sheets.

Somehow using calc without eyes on screen... sucks.

Vanigo

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Re: Fallen Imperium - Turn 4
« Reply #272 on: June 11, 2011, 07:32:46 pm »

Your population growth is still wrong.
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evilcherry

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Re: Fallen Imperium - Turn 4
« Reply #273 on: June 11, 2011, 07:55:00 pm »

Your population growth is still wrong.
Waiting for the word of god for a version in formulae. Anyway, as 349<350, I stand with 349 until the word of god decides else.

edit: okay, I see the point of the new formula. That means debuffs are not "buffed" by buffs, or rather a nerfing of debuffs.
« Last Edit: June 11, 2011, 08:01:32 pm by evilcherry »
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ggamer

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Re: Fallen Imperium - Turn 4
« Reply #274 on: June 11, 2011, 08:18:46 pm »

Spoiler: SOD turn 4 (click to show/hide)

First turn made without a prod
« Last Edit: June 12, 2011, 01:45:42 pm by ggamer »
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Vanigo

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Re: Fallen Imperium - Turn 4
« Reply #275 on: June 11, 2011, 08:36:31 pm »

[spoiler=SOD turn 3]
Production
------------------
/* 5 (10, 1.00, 80, 1,00, 5,895, 5,394,600,000):
   Production(p) = 5,700 x 10 x 1.00 x 1.00 + 0 x .05 (boom) = 58,950p
   Taxation(c) = 5,609.7 x 1.00 = 5,609c
        Trade: 0
Uh, something is very wrong here, and I'm honestly not sure what. If your population is 5394.6 million, you can only use 5394 manufactories, and the other ~500 will sit idle. Assuming the 5894 manufactories is accurate, that is. And then you've got 5700 manufactories listed in the production equation, and 5609.7 million people in the taxation equation on the next line...
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Vanigo

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Re: Fallen Imperium - Turn 4
« Reply #276 on: June 12, 2011, 05:03:20 pm »

I see you edited your turn, ggamer, and I don't know what you changed, but it's still wrong. You don't have enough population to work all 5700 manufactories. Your production is only 5609*10*1.05 = 58894 (and I don't know where the 58,950 figure came from). And then your spending is only 5000+35000+13500=53500, leaving you with 5394p left over. You could put that into credits for an extra 539c, or spend it for something else.
(Also, your status line is completely screwed up, which is where a lot of the confusion came from in the first place.)
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ggamer

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Re: Fallen Imperium - Turn 4
« Reply #277 on: June 12, 2011, 09:17:41 pm »

first off, there was a production boom. Second, I did not think of that. What doesnirur say?

Nirur Torir

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Re: Fallen Imperium - Turn 4
« Reply #278 on: June 12, 2011, 09:26:45 pm »

58894 production is correct, sorry for the confusion.
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evilcherry

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Re: Fallen Imperium - Turn 4
« Reply #279 on: June 13, 2011, 10:04:30 am »

So (Finally) a turn after ggamer straighten everything out.

Vanigo

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Re: Fallen Imperium - Turn 4
« Reply #280 on: June 15, 2011, 05:46:37 pm »

Just give him the credits and let's get this thing moving again.
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Nirur Torir

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Re: Fallen Imperium - Turn 5
« Reply #281 on: June 15, 2011, 07:12:11 pm »

Marine transport costs ramp up as you research each one. What Neyvn researched easily, evilcherry will have a harder time with, or he might just specialize further with expanded transports.

Evilcherry:
Cloaking I researched.
Miniturization I researched. (Only affects new designs)

Vanigo:
Frigates researched.
Production II researched. Production modifier from science set to 1.21.
Bonus: +25% credit income for one turn. Credits increased by 1468.
FF Count III, DD Trader now at (1,10)

Neyvn:
Drop Pod Transports researched - 0.7x troop capacity, 0.7x loyalty, does not land.
Strike Craft Engines I researched.
Census errors. Pop set to 6079.9. Factories set to 6080. Unaccounted for production invested in secretive secret tech of secretness.
Possibly related: Cloaking I researched.

Criptfeind:
Frigates researched.

Ggamer:
Production I given for free. Production modifier from science set to 1.1.
Frigate tech will be assimilated after next turn.
5950 factories are available.

Spoiler: Known Techs (click to show/hide)

Spoiler: Standard Ships (click to show/hide)

Map
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Vanigo

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Re: Fallen Imperium - Turn 5
« Reply #282 on: June 15, 2011, 07:55:27 pm »

Why are my ship movements public? I thought there was a limited detection range, even for ships with no special stealth capabilities?
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Nirur Torir

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Re: Fallen Imperium - Turn 5
« Reply #283 on: June 15, 2011, 08:25:25 pm »

No, sorry for not being clear. If you want ships to be even remotely stealthy, they need a cloaking device (I understand the importance of stealthy ships, but really would rather not deal with detection for every fleet. Thus, stealthy ships are generally less effective then their non-stealthy counterparts).
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Neyvn

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Re: Fallen Imperium - Turn 5
« Reply #284 on: June 15, 2011, 10:13:48 pm »

Ehh??? Which part of my Maths was wrong? I thought I had it right there...
Anyway... Remind me, how far can ships travel again???
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