Pre-SysNES2: Beta-testing and Submission

Well.

Magpie Mk 2
2 Solar Arrays (refined)
8 Thermal Rockets (refined)
1 Hibernation Pod
1 Water Suspension
14 EW Broadcasters (refined)

13 IP / 9 dodge / 63 EW

Can still beat defending fleets in the arrival calculator if it manages K=5. Though having to spend 200e on refining situational components twice does kind of kill it.
 
Economy section is coming along guys, still no feedback on the armies?

qoou, you should really get on making a faction :p. I'd prefer to have the factions done before releasing the economy sheets to avoid people min-maxing ;).
 
Haven't had a whole lot of time to stare at the Army calculator. Maybe within the next week?

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Not a whole lot of progress on this. Outer ring indicates subsector, inner ring upper is simple-network, lower is total-network. Both use a fairly standard primary palette for intelligibility (I did try others; none were immediately obvious). Changed jumplines to something more readily distinguishable and aesthetically pleasing; may try other colors:



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Unrelated: I consider this a suitable musical theme for the Praxzen, a la the original thread's listings. Some alternates, in no particular order: (1), (2), (3), (4).
 
Economy section is coming along guys, still no feedback on the armies?

qoou, you should really get on making a faction :p. I'd prefer to have the factions done before releasing the economy sheets to avoid people min-maxing ;).

I have been so busy, and I was not available this weekend. I promise to get some armies a trial, but they look fairly straightforward, and I'm already wincing at the pop cost (armies of 4 probably being fairly common, fits inside a single cargo component ship and not to pop expensive...)

Also, qoou, get your faction on...

Haven't had a whole lot of time to stare at the Army calculator. Maybe within the next week?

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Not a whole lot of progress on this. Outer ring indicates subsector, inner ring upper is simple-network, lower is total-network. Both use a fairly standard primary palette for intelligibility (I did try others; none were immediately obvious). Changed jumplines to something more readily distinguishable and aesthetically pleasing; may try other colors:



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Unrelated: I consider this a suitable musical theme for the Praxzen, a la the original thread's listings. Some alternates, in no particular order: (1), (2), (3), (4).

I think I prefer the original colour scheme (pre-edit), not sure. Also, I still love my old music theme :D
 
I have been so busy, and I was not available this weekend. I promise to get some armies a trial, but they look fairly straightforward, and I'm already wincing at the pop cost (armies of 4 probably being fairly common, fits inside a single cargo component ship and not to pop expensive...)

Also, qoou, get your faction on...

Well you can demobilise the army pop back into regular pop when its not needed.
 
On the economy sheet, the regions and policy datasheets have been properly hooked up to the economy pages, and the growth calculator has been completed, still to do is working out how trade will be implemented (might move it off excel to a separate program), and some summary and upkeep pages. Then I can release some sample socities for beta testing before starting on the actual player stats.

In the meantime, heres the policy weights of the currently known policies, and all the things they modify, each player society will also have inherent base values for these rows of roughly the same scope (the hab preferences is nearly all society based):

policies.png


The magnitude of most of these effects (but not all) is 10% per unit on the economic value (so 1 is +10% and -1 is -10%).

OOOoooooOOO secret spoiler hints on later policy options (or am I just messing with you :)?)
 
Agreed, very nice. I seem to have inadvertently made some "interesting" stacking effects by choosing Freedom and Survival, most notably my citizens will spontaneously combust if they walk into anything resembling a city, let alone try and build anything. :p

Survival kinda really sucks as a trait, unless civilian upkeep is a very substantial chunk of the budget. It also seems strange that Survivalists grow well in Harsh environments but don't prefer them. You could make Survival a little more balanced by giving them military or training bonuses. (I will admit I was half-hoping for you to give Faith a major bonus to Red Light District construction in a fit of pique.)

I thought that Provincial Administration was an Imperial-exclusive building. But the modifiers here seem to indicate that's not the case. (I might be misunderstanding this though, is Imperial a core value that replaces one of the two or can it be tacked on to earlier values later in the game?)

I think I'll be able to make a sample army if we can get a rules overview on ground combat, or an example battle or something.
 
Will Social Stresses have a significant impact Dis? As in we'll be spending considerable amounts of resources to correct any issues? Corporate Economy seems be a tad overpowered otherwise.

It's very good at first glance otherwise. :)
 
Agreed, very nice. I seem to have inadvertently made some "interesting" stacking effects by choosing Freedom and Survival, most notably my citizens will spontaneously combust if they walk into anything resembling a city, let alone try and build anything. :p

If you think 30% and 20% reductions to those two qualities is a insurmountable problem then I don't know what to tell you. Also I think its very apt that Libertarians would have trouble with state enterprises like building infrastructure.

Survival kinda really sucks as a trait, unless civilian upkeep is a very substantial chunk of the budget. It also seems strange that Survivalists grow well in Harsh environments but don't prefer them. You could make Survival a little more balanced by giving them military or training bonuses. (I will admit I was half-hoping for you to give Faith a major bonus to Red Light District construction in a fit of pique.)

I thought that Provincial Administration was an Imperial-exclusive building. But the modifiers here seem to indicate that's not the case. (I might be misunderstanding this though, is Imperial a core value that replaces one of the two or can it be tacked on to earlier values later in the game?)

Values, unlike economy and society policies, are not intended to be balanced or fair, they are meant to be different. They're a dynamically changing reflection of how your society is portrayed in your stories, and the actions you order. If you constantly act like an imperialistic dick over time, I will change one of your values to Imperial, if you priorities s production for years on end I will change them to knowledge.

Survival is very much a starter value, useful for keeping upkeeps down and growth high before a long term plan is constructed. The f development bonus is also a very good thing to have in the set up phase (society also has this, but society has troubles with small cities). Plus it helps your diplomacy with NPCs that like survival (NPCs will only have a single values trait).

Survivalists will make the best of harsh conditions, but who with an eye on surviving would make a priority of moving somewhere terribad?

? Provincial Admins can be built by anyone, they're only useful under some social models.

I think I'll be able to make a sample army if we can get a rules overview on ground combat, or an example battle or something.

I'll work on that?

Will Social Stresses have a significant impact Dis? As in we'll be spending considerable amounts of resources to correct any issues? Corporate Economy seems be a tad overpowered otherwise.

It's very good at first glance otherwise. :)

I think your also missing the corporate consumption of resources problem, when your pop noms 50% more f m & v...
 
Looking over it, there's a couple of things changed: a) Power values has a stress reduction on cyber and bio similar to knowledge values, b) Survival has an f development of 2 rather than 1, c) Knowledge and wealth have -1 to f production, d) Survival has -1 to pop consumption.
 
I think your also missing the corporate consumption of resources problem, when your pop noms 50% more f m & v...

I'm a dumbs, obviously. Can you briefly explain some of the newer (i.e. non-SysNES1) items? Everything but the last four economy columns, for example.
 
I'm a dumbs, obviously. Can you briefly explain some of the newer (i.e. non-SysNES1) items? Everything but the last four economy columns, for example.

Population is pretty self evident, social stress affects population movement, productivity and the rate of development.

Economy has a couple of new concepts:
-Enviro stress is a multiplier of the environmental stress your buildings and population cause to worlds.
-Pop Consumption is your populations per capita need for f m and v
-Building Consumption is building upkeeps in m v a e and s.
-Consumption bonus is a bonus to e production you get when resource production/capita is very high.
-e and s percentage is simply a % multiplier to that production (10% per value)
-e and s exponential is a modifier to the positive non-linear function applied to e and s, as large e and s economies produce synergistically more. A modifier here will improve the production of high value worlds.
-development is an important new concept. Each region has a development score that acts as a straight up multiplier of production. Development score increases slowly over time (with a random jitter) depending on a large number of factors (most importantly e production and s production sent back to the private sector). To realistically show the cost of war and conquest, attacking and occupying a region rapidly degrades development, meaning it can be more worth while to make vassals or exact tribute than the standard BLOODY ******** NESing practice of total war genocide, instant assimilation and steamroller blobbing of nations.
-Civilian upkeep is the difference between gross s and net s
-Production is obvious (f production is both farms and hydroponics)

Buildings is dead obvious, changing the effectiveness of said building (or buildings) in their function.

Social is the factors that effect some of the stress gained from non-[/I]building/population causes.

Military is derp also, the Manpower recruitment applies over the normal addition of attributes: A blank army can add 4 attributes/turn, and 4 can be manpower, a -1 in this metric would be an army that can add 4 attributes/turn, but only three can be manpower, whilst +1 means you can add 5 attributes per turn as long as the extra 1 is manpower.

Hab Preferences is how the policies affect what worlds your people like

Building Movement is how much these policies affect the migration patterns of your people, a high score indicates they find the presence of this building attractive, or if negative, how much they repel. (Some buildings have base attractiveness).
 
Nevermind, I can't read! As a consolation prize, have this:

1 Atmospheric Streamlining
4 Burst Drive
2 Fission Rocket (Refined)
1 Recyclers
1 Cargo Bay
4 Coilgun
1 Lubricants (Refined)
1 Carbon Armor (Refined)
1 Heavy Cladding

Cost: 73e (33e) / 18m / 11v / 0a / 0t / 31s
Size: 20 / Mass: 22 / HP: 22 / Power: 0 / Heat: -10
IS Rating: 1 / IP Speed: 1 / Range: 1
Init: 2 / Dodge: -5 / Avoid: 3 / Armor: 12 / Shield: 0
Refine: 103e / 26s

Projectile Gun Total Damage: 4
Extra Particle Ammo: 1
Cargo Space: 4

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Where does the Social Stress from Biotech and Cybenetics come from under Free Market and Corporate economies? Resentment of management classes for being able to afford superior tech and thus remain permanently on top?

Why do Hierarchies like Warm worlds?
 
I compressed and reverse-engineered the Policy calculator because I wanted to play around with it and didn't want to wait for the official release. Here it is for anyone else that wants to do the same.
 

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Bleh, need to keep up to date with everything that's going on. I've done some written plans for my new spaceships and some lore/theme music (I'm liking the tunes you linked here) for the Hankish, and I hope to get them shared sooner rather than later.
 
I compressed and reverse-engineered the Policy calculator because I wanted to play around with it and didn't want to wait for the official release. Here it is for anyone else that wants to do the same.

Neat, added my own little combine the values and things together.

EDIT: bug on society A,B contributions.
 

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I was just adding Values in Society A (ex: "=J3+K3") and then dragging the results downward. As long as you don't cross a black bar, color formatting stays fine. Then you add C3 to whatever economy and society under Society B, if you want. A bit work intensive, but them's the breaks.
 
I was just adding Values in Society A (ex: "=J3+K3") and then dragging the results downward. As long as you don't cross a black bar, color formatting stays fine. Then you add C3 to whatever economy and society under Society B, if you want. A bit work intensive, but them's the breaks.

That works, I solved the colour issue, that was me doing something stupid...
 
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