Pre-SysNES2: Beta-testing and Submission

Ah, a misunderstanding. I saw your 15 potential market slots and thought it was one continuous system, but obviously* you mean 3*5 (per trade type) positions you can have (well, 3*6, not having a position..), the rest was an attempt to square that circle...

I'm still not sure where you indicate what share of the market you have on the TRADESUM page? I can see on the Society page where you input the resultant output but the TRADESUM page simply outputs total value; is this multiplied by (1/Marketshare) or something else fairly straightforward? :sad:

*it always seems obvious after...
 
Right. Does future trade value depend on last years trade value (i.e. is that one of the contributors to boom and bust?), or do you simply remove all trade to calculate the base market share?

Does merchant tonnage have to equal or exceed the 'Value' of stuff you are transporting?

What development does a new colony start at (fractions of 1 or 1)? What would you consider the normal range of development at game start?

What are managers range of abilities? They are not in that list of info you gave us on specialists from way back (well, unless you updated it).

How much s will a specialist produce teaching at a uni (can multiple specialists teach at the one uni?)? Is there any way to determine this on the sheet?
 
I remove all current trade values when iterating to the next year, otherwise you get a positive feedback loop.
No but it effects your chances of contesting a shipping market
0.9, between 0.9 and something
They're a new specialist (I might also call them overseers). You use them to extract value from habitats you don't have any population in, be it empty resource outposts, or captured foreign regions. The former tends to be rather expensive in e and s though. They are not associated with any tech field and can't teach.
5 s per year to their field (talents in a university with s development 1 produce ~4s).
Only a max of three specialists can teach at any one university, and this includes foreign specialists trading techs. Societies with the scholarly trait can have four.

Right. Does future trade value depend on last years trade value (i.e. is that one of the contributors to boom and bust?), or do you simply remove all trade to calculate the base market share?

Does merchant tonnage have to equal or exceed the 'Value' of stuff you are transporting?

What development does a new colony start at (fractions of 1 or 1)? What would you consider the normal range of development at game start?

What are managers range of abilities? They are not in that list of info you gave us on specialists from way back (well, unless you updated it).

How much s will a specialist produce teaching at a uni (can multiple specialists teach at the one uni?)? Is there any way to determine this on the sheet?
 
Even though space habitats have m/v/f values they cannot access that stuff can they? They are essentially hubs for population activity and that's it, i.e. pollution has a tiny affect.

Well they can obviously make foods with hydroponics, plus the negative values are important due to consumption? Orbital regions have explicit slots in the WORLDS database. A large number of industrial activities can make a space habitat quite unpleasant.
 
Thats all good :)

I was just pondering the distinction of a Jovian/Gas Giant with a 'ground base' and assumed it meant sitting inside the gravity well. On that note; Do Jovians/Gas Giants need to have atmosphere etc filled out explicitly or are these things assumed as in Sysnes1?
 
Thats all good :)

I was just pondering the distinction of a Jovian/Gas Giant with a 'ground base' and assumed it meant sitting inside the gravity well. On that note; Do Jovians/Gas Giants need to have atmosphere etc filled out explicitly or are these things assumed as in Sysnes1?

Inside the gravity well? As a physicist you should know that's a silly way to put it.

A ground base on a gas giant is within its atmosphere, and yes that atmosphere is different from the vacuum->thick variation on smaller planets and included the world trait value.
 
Game rules is my usual assumption.

Next question, does a factory's output depend solely on the m/v output of the region, or can it import stuff from other regions for processing? A brief look through the equation (the very long) seems to indicate that it only takes the region.
 
Game rules is my usual assumption.

Next question, does a factory's output depend solely on the m/v output of the region, or can it import stuff from other regions for processing? A brief look through the equation (the very long) seems to indicate that it only takes the region.

The INDUSTRIAL PARK multiplier of factories is based on having a local m and v surplus, modified by the consumption modifier, factories are in no way dependent on it, you are misreading things. You can't import stuff from other regions for industrial park processing because f*** organising that.

I was kind of hoping people would be testing out different scenarios and settings rather than trying to badly unravel the spreadsheet equations for brutalist min/maxing.

Factory Equation
e development * population (talents work at 50%) * ( 0.5 * Power^0.3 * (1 + Factory Modifier) * IF {Industrial Park, 1.25 + m production * 0.1 * (1 + consumption bonus/10) + v production * 0.1 * (1 + consumption bonus/10) } * IF {Automation, 1.2 + comp tech / 20} * unknown buildings )

On its own, a Factory + Power will give a 50% increase to the e productivity of the population (though factories do also have e upkeeps).
 
Are there any plans for infrastructure to reduce environmental stress?

Techs reduce environmental stress, apart from that you should just not build polluting things.

Edit: Obviously this already modeled by terraforming - if something bad happens to the environment, you pay to fix it. Building versions of the same is needless complication :p.
 
Cold Electronic Brutality is good. I'm trying to find some themes for the Hankish that aren't 'Space Trucking', no matter how hilariously appropriate it is.
 
I've been working with a low amount of high pop habs, and just based off of this, talents seem to be the key to s production. With 17 pop on a nice ocean world, with Zeran traits (knowledge and free market added because yes), plus a university & data centre, farms and no production building, I only got 2 s from the hab. That was with zero talents however. I added in three, and now it has 29s. Just something noteworthy. High pop no production habs also have some trouble with e as well. Factories and/or automation do negligible difference (there is 4 power). Can e,m,v upkeep be shown Dis?
 
I've been working with a low amount of high pop habs, and just based off of this, talents seem to be the key to s production. With 17 pop on a nice ocean world, with Zeran traits (knowledge and free market added because yes), plus a university & data centre, farms and no production building, I only got 2 s from the hab. That was with zero talents however. I added in three, and now it has 29s. Just something noteworthy. High pop no production habs also have some trouble with e as well. Factories and/or automation do negligible difference (there is 4 power). Can e,m,v upkeep be shown Dis?

Its listed in the building upkeeps page, also I explicitly said talents were key for s production.
 
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