Pre-SysNES2: Beta-testing and Submission

Fixed, also your stats are now reduced.
Yes, but I did explicitly add terraforming options for that sort of thing. Melting your ice caps doesn't fit with your given background at all though.
Yes, though resources can be placed on the open market for anyone to buy. Running into resource deficits is bad news. You can borrow e from banking powers or your own citizens.
Obviously the heat notations for SAH2 I are missing :rolleyes:
Yes.
You know some examples would be helpful.
Its meant to be expensive, but give you a bonus if you happen to have an excess of a certain resource, just like gas vents, its not for effing everyone.

I don't know about 2007, it is certainly much faster than pre-2007 versions. Microsoft blogs indicate it does some calculations a lot faster :|.

Welp, so I did.

- System end column for Lipsid Alpha on the Yanii page should be 5.
- What happens if we melt a planet’s icecaps via terraforming? In general, we should expect side-effects from terraforming, right?
- How exactly will deficits be handled? We’ll have to manually buy resources to make up the gap and then manually transport said resources, right? (you mentioned you can rent capacity on others’ ships, sure)
- SAH9 I Space and SAH2 I Space seem like very similar situations yet are handled very differently; mentioning in case it was an oversight, rather than intended.
- You do need a Base before you can build anything else in a region, n'est-ce pas? You can't just plop down a mining complex on some moon and have it start working despite the lack of hab space, right?
- A lot of regions don't have an atmosphere checked.
- Elite Training seems too expensive for what it does at 1 talent per 10 size. In my opinion.

- You mentioned Excel 2010 is significantly faster than Excel 2007?
 
Yeah, I need to get Excel 2010 too, the Economics Calculator is fine but running it and the Ship Designer simultaneously is slow going for me.

I was under the impression I was going to be in m-rich territory, but the minerals seem pretty sparse...or am I interpreting the stats incorrectly?

Stuff changes, don't make me roll out dealwithit.gif
 
I just compiled a leaderboard of resources and stuff. Thanks dis, for teaching me to use Indirect and Address functions....AGAIN (I still like the Sumproduct ones, but is there a way to get it to multiply one array against several other arrays and sum the results of each multiplication? other than c+p)

Spoiler :
Total Outputs
race Player Population Talents e Net s f m v a # Specialists Tonnage
YANII Qoou 53 19 122 256 14 -21 -12 0 6 8 14
DELUGERS Kraznaya 57 13 81 91 42 -12 28 0 6 30 13
ILOSIANS Kal'thzar 30 16 80 137 -9 133 -22 0 8 60 12
PRAXZEN Symphony D 39 21 158 299 13 6 5 0 5 0 11
THORPES Milquari? 40 12 104 71 5 -4 10 0 0 0 10
SEFFASSIANS Azale 30 8 53 52 19 8 1 0 0 0 9
STANDARDS Thlayli 78 10 90 33 23 7 -11 0 1 32 8
CSSERIANS alex994 36 10 327 73 2 44 -26 0 7 80 7
ZERA matt0088 62 12 82 46 149 -10 6 0 1 0 6
CORANS Seon 63 22 171 198 14 -38 10 0 8 16 5
QUASI ??? 59 18 75 75 13 -2 40 0 5 40 4
DARDAREO Frozen in Ice 67 14 396 69 -2 -25 -44 0 2 10 3
HANKISH Lord Iggy 43 14 165 76 12 -4 43 0 8 175 2
NPCP_R 0 210 47 787 158 28 220 -186 0
NPCCORP 0 23 9 126 38 11 10 58 0
NPCM 0 127 18 60 44 268 20 23 0
NPCF_H 0 85 18 185 109 50 -23 296 0
NPCSMART 0 68 37 211 408 16 20 -49 0

SECTOR TOTALS 1170 318 3273 2233 668 329 170 0​
 
Are boreholes and aerostats T3+? Or are they just upgrades to mining complexes and pumping stations that anyone can build?

Is Crezth officially in for the Quasi? I know he has expressed interest.

Yes they are higher techs than that, the players have a number of things they can't replicate indigenously.

We'll see on the Quasi if TB is still in or not.
 
It looks like m/v constraints will be much more of a hard block to expansion than e/s constraints will, for certain.

How much extra efficiency does a relevant specialist squeeze out of a mine or a pumping station? Are there any other ways to optimize resource production besides just building resource buildings in good places?

How will the NPC market for m/v be handled? Will there be a list of NPC's and offers updated regularly, or will it be up to the player to contact trading partners and negotiate deals?
 
It looks like m/v constraints will be much more of a hard block to expansion than e/s constraints will, for certain.

How much extra efficiency does a relevant specialist squeeze out of a mine or a pumping station?

Zero, none, zilch, effing nada. Someone should read the list of specialist abilities.

Are there any other ways to optimize resource production besides just building resource buildings in good places?

Get someone with inherent bonuses to do the resource extraction instead ;).

How will the NPC market for m/v be handled? Will there be a list of NPC's and offers updated regularly, or will it be up to the player to contact trading partners and negotiate deals?

You can negotiate deals, but there will also be an open market where resources will be put up for anyone connected to buy at a set price. Players can do this to.
 
Zero, none, zilch, effing nada. Someone should read the list of specialist abilities.



Get someone with inherent bonuses to do the resource extraction instead ;).



You can negotiate deals, but there will also be an open market where resources will be put up for anyone connected to buy at a set price. Players can do this to.

I hear someone needs some metals...or v, I suppose the Delugians, Hankish or Quasi would be the people to talk to. And of course the NPC's.

@Dis
Is it possible to hide your exploration finds from other people? (say I map out all of a sectors m potential, I can keep that hidden). Can I also rent out my specialists to other powers (or of course sell my findings...)?

EDIT: mmhmmm actually all current finds have a base or similar on top of them. I guess that means they are revealed at that point and hidden prior to that.
 
Can I also rent out my specialists to other powers (or of course sell my findings...)?

Yes.

EDIT: mmhmmm actually all current finds have a base or similar on top of them. I guess that means they are revealed at that point and hidden prior to that.

Yes that's what I said a bunch of times.

Also bundling the npcs on that chart is dumb.
 
Melting your ice caps doesn't fit with your given background at all though.

Definitely, the thought just came up since I haven't seen any talk of side-effects to terraforming actions.

Yes, though resources can be placed on the open market for anyone to buy. Running into resource deficits is bad news. You can borrow e from banking powers or your own citizens.

So then how will the open market interact with the need to physically transport resources? Shipping costs included?

Obviously the heat notations for SAH2 I are missing :rolleyes:

I meant specifically the m output. SAH2 I Space forces the m output to zero by sticking a -100 in the additional factors column. SAF9 I Space forces the m output to zero by not checking off the "Hot Jovian" box.
Edit: Sorry, SAF9, not SAH9.

You know some examples would be helpful.

Space (some have vacuum/atmosphere checked, some not): 286, 306, 309, 401, 407, 410, 411, 566, 572, 588, 592, 596, 627, 631, 642, 705, 706, 711, 714, 770,

Atmosphere (none have anything checked, except): 396

Others: 273-274, 400, 408-409, 412-414, 420-421, 509-510, 530-531, 741-742, 756-759

Have more than one atmosphere checked (domes?): 284, 381, 418, 461-464, 474, 750-751



Can a space frame If we want to mine a gas giant, we have to pay the hundreds/thousands of e for a base, no cheaper way, right?
 
Can a space frame If we want to mine a gas giant, we have to pay the hundreds/thousands of e for a base, no cheaper way, right?

Yup...I've been quietly despairing of ever getting a hot jovian colonised.
 
So then how will the open market interact with the need to physically transport resources? Shipping costs included?

You will need to purchase it, ship e/what they want to the seller (which has a base transport cost), then ship it back to its destination (which has a second base transport cost). If you're using someone else's trade routes you have to pay whatever they charge on top of that (which I assume they will have a set rate/a flat usage fee).

Base costs are [1/5 * number of jumps] e per mvfa, and [1/50 * number of jumps] e per e. It's always rounded up, so shipping things in units of 5 and 50 is the most efficient. e is used as currency as its the easiest to move about.

Yup...I've been quietly despairing of ever getting a hot jovian colonised.

Take out loans, assemble a consortium of backers, refine ground base constuction, etc. Its only a few thousand e.

I am interested in what religion these Cathedrals actually follow. I saw a Christian-looking symbol in the NPC chart.

Can religion play a role in NPC diplomacy similar to ideology?

Lots of religions, they're called the Cathedrals after the planet though. Yes, they're the same thing after all. All npcs are in the religion of hating you, thlayli, specifically.
 
Take out loans, assemble a consortium of backers, refine ground base constuction, etc. Its only a few thousand e.

Yes, so the cheapest I've managed to figure out is the few thousand for the base, build the borehole/Aerostat and bring in an overseer to ensure that it runs from the get go.
 
The habitat calculator is behaving very erratically for me, mostly refusing to change values when I populate the fields. I haven't checked other pages that require inputs but I suspect it might be similar.

Is there any chance we could get the habitat calculator spun off as a separate file?
 
The habitat calculator is behaving very erratically for me, mostly refusing to change values when I populate the fields. I haven't checked other pages that require inputs but I suspect it might be similar.

Is there any chance we could get the habitat calculator spun off as a separate file?

The hab calc has a cell near the beginning, "from here", that seems to determine whether it looks at the numbers you manually plug in, or the region ID you manually plug in. That and updating takes a second or two (and scrolling or changing sheets cancels the process). I personally haven't run into any problems with the habitat calc.
 
The habitat calculator is behaving very erratically for me, mostly refusing to change values when I populate the fields. I haven't checked other pages that require inputs but I suspect it might be similar.

Is there any chance we could get the habitat calculator spun off as a separate file?

You mean like the time when I released it as a separate file?
 
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