I think that if these could be implemented in the code it would
significantly reduce the time required for achieving maximum production
and growth, whilst leaving the option open to 'do it yourself' if you have
the time. For those that haven't the time it would mean they could
concentrate on the more enjoyable aspects of the game without, in my
opinion, reducing the realism at all.
There are two points really.
POPULATION
At the update civs and uw's should automatically spread out and populate
other sectors. This would cut out a lot of the time consuming drudgery
associated with achieving maximum growth. After all, unless they are
specifically told not to do so, a real population in one crowded sector
would move to an under-manned one of their own accord.
I can see two possible ways of doing this (This is all conceptual by the
way, I do not have enough knowledge of the game code to know how hard it
would be to do...).
Method one.
Have sectors with too many pop for max growth move civ/uw to any ADJACENT
owned sectors with too few pop at no mob cost (If thresh == 0). This would
simulate a general spread of the population whilst still leaving the
player to move pop from internal sectors if required, at normal mob cost.
Method two.
Have all sectors try to move pop to deficient sectors to achieve overall
max pop growth if the sector civ/uw thresh == 0. This would have to cost
mob or I think it would just be too easy (maybe not?), but maybe a reduced
cost? I am thinking of something similar to cmvr/umvr in pei. If the
thresh != 0 everything would work as it does now.
I would like to be able to stop this happening if I wanted to conserve
mobility in a sector, without the hassle of setting civ/uw threshes to the
exact max value each update, so maybe thresh == 999 could be used instead
for max growth and thresh == 0 leaves it as now?
DISTRIBUTION
Instead of what we have now, I think that a producing sector should
automatically draw the required supplies from the distribution point for
maximum production (If they are there of course...) if the comm thresh ==
0. And it should also deliver all of its products to the distribution
point, again if thresh == 0. This applies to food as well. All of this
should take into account the pop growth that will occur. This can be
thought of as factory managers making detailed production/supply forecasts
- You just say 'I want you to produce as much as you can' by setting the
threshes to zero.
If you set thresholds to any other value the system would work as it does
now - you get what you ask for.
Ed
>
>POPULATION
>
>At the update civs and uw's should automatically spread out and
populate
>other sectors. This would cut out a lot of the time consuming drudgery
>associated with achieving maximum growth. After all, unless they are
>specifically told not to do so, a real population in one crowded
sector
>would move to an under-manned one of their own accord.
>
>I can see two possible ways of doing this (This is all conceptual by
the
>way, I do not have enough knowledge of the game code to know how hard
it
>would be to do...).
>
>Method one.
>
Not a very good method.
Simple solution. Keep the max pop limit increase less than the
birth rate for sectors containing the previous update max pop. All
other civ movement should be done another method(by hand, civmover
etc.) As far as I'm concerned setting thresholds for civs along with
civmover is already making an easy task even easier. Reduce some of
the other micromanagement hells(what people think the exact problems
are I don't know).
>
>DISTRIBUTION
>
>Instead of what we have now, I think that a producing sector should
>automatically draw the required supplies from the distribution point
for
>maximum production (If they are there of course...) if the comm thresh
==
>0. And it should also deliver all of its products to the distribution
>point, again if thresh == 0. This applies to food as well. All of this
>should take into account the pop growth that will occur. This can be
>thought of as factory managers making detailed production/supply
forecasts
>- You just say 'I want you to produce as much as you can' by setting
the
>threshes to zero.
>
How the hell did this get to be so anal? Come on folks. Why can't
you simply alter you thresholds for all your j's,k's,t's etc...each
update. It would take what? About 10 btu's? Whoopee. Figure out a
simple solution to solve the problems. Either eat a very, very minor
amount of efficiency for all of one update by making sure you have
enough raw mats to give yourself enough margin to always max out
production. Or give the players the info needed for production based
on the next max pop. limit and they can know exactly what their
thresholds need to be for the following update.
The other obvious tactic(which many players use) is that you have a
mine by each j or k and simply deliver everything from one sector.
This was only a problem when the mine's ran out of mobility since they
could not move all of the iron produced in one update.
God forbid anybody decided to make iron a limited resource....then
what would you do?
>If you set thresholds to any other value the system would work as it
does
>now - you get what you ask for.
>
>
>Ed
Later,
Brian