Ellestar, That's some really good information you've gathered; I'm still reading over it. I noticed you've asked a few times for assistance in adding detailed English explanations; I'd be more than happy to help. I think you've done a great job already, but I have a strong mathematical background, and the tables and formulas make sense to me. Thanks for the work!
Nibor
Ack...sorry for the double post. My computer did some really odd stuff there...
Vorlin, It would perhaps be valuable to also record the "income" and "expense" values for the planet at those times, so we could see just where the bonuses are going. Great job on the testing; I just don't have a patience to do that...I'm too busy actually playing :)
Vorlin, It would perhaps be valuable to also record the "income" and "expense" values for the planet at those times, so we could see just where the bonuses are going. Great job on the testing; I just don't have a patience to do that...I'm too busy actually playing :)
I believe the Star Wars definition, for CariElf, is: (From www.starwars.com) Nerfs, like certain hotshot pilots, are temperamental and cantankerous. The comparison stops there, however. These domesticated herb-eaters are raised for their delicious meat. That's a good thing because they have one of the most foul odors this side of the Galactic Core. The rangy, supple creatures have long fur covering their muscular bodies and dull, curved horns. They also tend to spit at their handler
MojoJojoUK, I've personally seen anomolies created in sensor range of my home planet in the middle of a game. They most definately spawn mid-game.
A few warnings... While my own testing suggests that 1 morale is roughly 31 million pop (really 2 morale = 60+pop..morale is always even, and I think the value is somewhere around 2m=70pop), I don't think you can find such a simple relationship between population and money. Not only, as you've realized, does the econ bonus come into play, but also tax revenue is affected by PQ by some unknown factor. You could normalize to a particular PQ, but be aware when doing your testing that the PQ d
Def, I assume you were using a less than symbol instead of "under" and a greater than symbol instead of "over" (which you could have left in, btw). Then, the board ate it like it was an html tag. It seems to have been eaten at the submission stage; using "Show source" on my browser doesn't show anything different. I'm not sure how TFM is seeing it correctly. As a quick test: 1) 2) This is not in lt & gt. If line 1 is blank, then that's what happened :D
My guess would be that when the AI is calculating it's economics, it doesn't take into account any deals made already during your turn. So, it doesn't want to spend 30BC/turn...but it doesn't know that it's already committed 15/turn earlier, and is willing to commit 15/turn as many times as you want...until you hit the next turn button.
My main problem with the peace/war diplomacy is that the AI can "abuse" the system as well. For example, playing on "normal" AI (i know, a lot of routines are disabled here), I had the two most powerful races attacking me during the early-mid game. I finally pulled even militarily, and once they had some losses, both were ready for peace. Since one was good and one was evil, I decided to play them against each other while getting myself out of the way. I went to the good AI, and got peace