Pre-SysNES2: Beta-testing and Submission

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).

Ok, sure. I'm just trying to explore how to make e on a spacehab:

I've been trying to make a decentralised mining operation with v/f support (i.e. v/f breaks even over the two systems, a good amount of m is produced). e is currently low, and I've seen a couple of routes to improve that; factory regions (+pop), well developed regions (+pop), trade. A low developed high pop region is terrible especially if there is no m/v going on.

What are the advantages of spacehabs? They can't produce m/v which harms e output, as does the inability to process that stuff. I think the social stress might be lower thus allowing greater population concentration but I'm not sure, plus of course its generally cheaper to construct.

A decentralised mining operation works well, you have a well developed core of 2-3 regions + support production (f/v), several mining operations spread out over some systems. Then set up trade routes intersystem worth a bit supplying the outer regions with f/v/s and importing m. Only 'Problem' is that you cannot expand the mining outposts forever, you need to give serious consideration towards putting some of that cash into developing the worlds otherwise you will spread yourself WAY to thin. Good game design there.
 
What are the advantages of spacehabs? They can't produce m/v which harms e output, as does the inability to process that stuff. I think the social stress might be lower thus allowing greater population concentration but I'm not sure, plus of course its generally cheaper to construct.

You can't build large ships on the ground, or collect antimatter, and you can do all the environmentally damaging stuff without worries.
 
Didn't realize about the antimatter, is there anyway to feed antimatter into e production or is such a powerful resource that its left as is?

Environmental damage is a nice little add on, just put in all the movement buildings etc that can produce a little pollution, quite nice :D
 
Didn't realize about the antimatter, is there anyway to feed antimatter into e production or is such a powerful resource that its left as is?

Environmental damage is a nice little add on, just put in all the movement buildings etc that can produce a little pollution, quite nice :D

Plasma arrays can only be placed orbiting giant planets (with the occasionally atmosphere moon and the odd terrestrial world also producing antimatter in their orbital volume).

Antimatter is an energy source, not something to make stuff with.
 
No power hungry factories that directly consume antimatter? I suppose the anti-matter power plant will have a large enough effect on the economy.

Are the Fleet, Merchant upkeep going to automatically apply to the society sheets, I don't see it at the moment (I might have just messed up the sheet changing the worlds etc.
 
No power hungry factories that directly consume antimatter? I suppose the anti-matter power plant will have a large enough effect on the economy.

Are the Fleet, Merchant upkeep going to automatically apply to the society sheets, I don't see it at the moment (I might have just messed up the sheet changing the worlds etc.

No, it'd be a bit messy to represent, and since you pay upkeeps in a generalised way not that necessary. Plus it wouldn't be done automatically as you have the option to not pay/defer payments on your upkeeps if you really need to (though bad things might happen).
 
Wtb expensive building that increases local talent pool. Learning creches anyone? :p

All that stuff is bundled under social infrastructure, s development, and social based society modifications. Plus a high talent ratio is not necessarily the best thing, your professionals aren't quite as fecund as the normal population and less strongly affected by growth rate bonuses.

Due to the way stuff is displayed with excels interface, I don't actually want there to be that many buildings, its certainly not my intent for you to want to build every building in every region.
 
On the society concept
a) Its a bit more farcical in tone than light levity I generally go for, pretty heavy handed with the jokes too.

Yup. It started out designed to be rather farcical. Then I went and filled it in, which of course is never a good idea with farcical things. The jokes, I think, weren't bad in the actual background, and it had an ounce of self-aware humour, but that ballooned far too large in size (especially considering the lightness of the material) and most everything was trimmed from my "summary".

But anyway, here's a more serious background

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Spoiler Yanii :

Culture: Yan
Peoples: Yanii
Country: Republic of Yan

Among the many tribes of Hiders scattered throughout the universe, the Yanii are one of the few to have come out of isolation on their own. Originally a small group of superstitious peoples, the Yanii were set on their current path several hundred years ago when they discovered a Prior ruin containing a cache of Ansibyl Pearls. Terrified at first, curiosity eventually took over and they began to study the artifacts. Though the Yanii shortly realized that they lacked the proper tools and expertise to make any headway, an obsession with understanding the artifacts formed.

Eventually the Yanii decided to re-establish communications with outsiders in hopes of trading one of their excess Pearls for information. Their first contact happened to be a Datha scientific expedition that readily exchanged expertise in various fields of technology for a precious Pearl. The Yanii devoted themselves to processing the information given to them by the Datha, yet once they finished they realized they were no closer to understanding the Priors. Once again they bought more information, and again, and again, with the Yanii becoming more advanced and more open each time, but never coming in sight of their goal.

Gradually the Yanii transitioned from a Hider clan into a culture of devoted scholars fueled by trade - mainly of data and technology. As their world became richer it attracted immigrants, all of whom were welcomed and taught of the mystical Priors. The Apeilic-Datha War soon came along, and with it tens of thousands of refugees seeking sanctuary. The Yanii gladly retreated into their studies and allowed the newcomers to take over the responsibilities of trade and farming. The lack of a common culture other than Yan, ensured that within a few decades immigrants became fully assimilated and indistinguishable from a "native" Yanus.

With their world growing in population and diversity, the Yanii took a short break from their studies of the Priors to establish the Republic of Yan. Lenient suffrage conditions led to more immigration and an established free market system led to greater profits for the traders, a job the ancient Yanii had looked upon as a chore. Despite this inflow of different cultures and values however, the study of the Priors remained at the core of Yan culture, reinforced by an almost religious reverence for the Priors instilled into newly-arrived immigrants.

Despite Yan being a juicy target for raiders, the military is something the Yanii were never very interested in. Though the Republic of Yan has commissioned a token defensive fleet in recent years, traditionally defense has come from strong Pirate clans the Yanii pay for protection. A mutually beneficial deal, as pillaging the Republic of Yan would yield far less profit than allowing them to pay tribute, it is nevertheless feared among Yanii traders that one insane Pirate leader is all that's needed to topple the Republic. As such, traders have been petitioning the government lately to increase the size of the defense fleet to match the growing merchant fleet.
Spoiler :

Values: Knowledge, Freedom

Traits:
+2 – Scholarly
+1 – Open
+1 – Like Temperate
-2 – Vulnerably to toxins
-2 – Poor safety culture
+1 – Start with Republic
+2 – Welcoming
+1 – Start with Free Market Economy
+3 – Data Traders



This isn't too close to any other player background, like stacked Superior Genetics would've been. Had Placid in mind from the beginning but I was running out of slots, and to be fair Placid sounds scary with cyborgs running around. I was not at all sure of what my second value would be, but Freedom seemed a safe bet what with the immigrants.

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On the army:
Ship and ground combat are separate, the SODs don't fire during the ship combat phase, but instead damage orbiting ships during ground combat. Also 15e upkeep is pretty damn steep.

Oh? The changelog+description say different.
Yeah, upkeep is pretty expensive, should've noticed. But they might still be useful if you find... an atmosphere-less moon made out of solid gold?

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It also doesn't work very well since the Salamander has a 100% chance of achieving tactical surprise (appearing a 0.9+ c will do that), and will annihilate any number of these sniper rifles in its free surprise turn.

Oh. I forgot two things. I had a second pebble net on there that kept the Salamander from hitting its missile weapons at close range. And the fact that close-range jamming still can't lower int below 0 completely slipped my mind (and lets EM hit me).
I'm pretty sure it can only kill one sniper in the surprise turn though (has to get into close range to hit), unless it's carrying other ships. It can actually carry another one of itself it looks like.


It actually has 0% chance by the calculator. It'll still get to use its abilities before combat starts, but it will die nonetheless on the first turn.
Edit: That seems to be a result of an error in the battle calc. The calculation for F203 has "+D201" instead of "-D201". Once that's fixed, the Salamander has great chance of surprise, especially with good scanners.

On the Salamander-Killer
I like how you say its low tech when your using a component you don't know the requirements of :suspicious:.
Its also of limited deployment thanks to needing metal capacitors.
Finally who said the Salamander and other high tech vessels were meant to be invincible? Its a patrol battlecruiser that doesn't even top out in all the tech fields.

Nono, sorry, I didn't mean to insinuate I'd beaten the invincible. I was just messing around to see how high-tech ships compare to ships with low-tech components, and the Salamander was the only example of a high-tech ship I had. And in the process I noticed that if you manage to stick enough exposed computers onto a ship it more than makes up for the lack of dodge, which I found a bit odd.
 
That's a better one qoou, though this pre-discovery of the priors in the chronology and Ansibyl pearls aren't in as a game mechanic, instead a single pearl based at Alnitah provides a coverage field. communications can be tracked by everyone, but are secure since you and your stuff will all be using one-time pads (indeed an important part of the intersystem trade is in cryptonium).

Its a game design decision - part of the old AP situation was to restrict the workload, hear I'm turning to more automation and BRUTAL UPKEEPS.
 
@Kal'thzar, another reason for space habitats is using the plasma tap, which in the appropriate environment is by far the most efficient in terms of power output/resources needed, and the only high power renewable.
 
Yeah, I've been looking into that. Space habs are good resource extractors around the things that make it expensive to put one there, but they also get really good power. Social stress seems to be handled a bit different too (or maybe it's just Ilosian policy stuff). I certainly don't see the point in putting up a space hab around a different planet instead of a a producing one (when you have the choice!), they might also serve a function on ecologically vulnerable worlds that you want to farm, and then use the spacehab to produce s.

Another thing is of course time and the cost of space habs in relation to stuff on the ground. Because they are cheaper they have longer to develop, which means more f from hydroponics.
 
I know this is sort of off topic but if the Priors/other alien species aren't going to be relevant in this NES, can we get more info about them?

The pseudo-horror story of the Esani in SysNES I had me enthralled (specially cause Kraz was passing me the comms).
 
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