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Ecology (Basic)Planet’s oxygen poor, nitrogen rich, ecology is particularly sensitive to the release of its underground deposits of carbon into the biosphere.Ecological damageThe more sea or land improvements built, the more Planet is antagonised; Thermal Boreholes, Echelon Mirrors, and Condensers in particular increase the risk of further fungal blooms.Mineral production, further angers Planet whilst Major Atrocities, and the use of Tectonic Missiles increase ecological damage at each of that faction’s bases.Fungal bloomsIn the Data Readout section of the Base Control Screen (bottom left corner of the upper box) is the Eco-Damage number, which represents the percentage chance, each turn, of a fungal bloom occurring in that base’s production radius. Once a faction has caused enough ecological damage to trigger its first fungal bloom, Planet will begin to actively resist terraforming and industrial development.Global warmingFungal blooms in successive years can trigger global warming which will melt the polar caps and cause sea levels to rise.Ameliorating ecological damageThe damage caused by terraforming can be ameliorated through the planting of forests; halved if base has a Tree Farm or Hybrid Forest, and eliminated if it has both.Tree Farms, Hybrid Forests, Centauri Preserves, Temples of Planet, Nanoreplicators, The Pholus Mutagen, and The Singularity Inductor reduce the impact of mineral production.Following a faction’s first fungal bloom, Planet will begin to communicate with that faction’s leader. Once this happens, the building of new Tree Farms, Hybrid Forests, Centauri Preserves, and Temples of Planet, will be rewarded by Planet with a much increased tolerance of both terraforming and mineral production. Planet only reacts to the construction of these facilities, it does not seem to ascribe meaning to their scrapping, destruction, or change of ownership.Each fungal bloom increases Planet’s tolerance of terraforming and mineral production.See also Ecology (Advanced).
Ecology (Advanced)The ecological damage formula:For each base total the number of Mines, Solar Collectors, Farms, Soil Enrichers, Roads, Mag Tubes, Condensers, Mirrors, and Boreholes inside its production radius. Items in squares which are being utilized by workers from the base (but not by supply crawlers) count doubleAdd an extra eight for each Borehole, six for each Echelon Mirror, four for each Condenser, and one if a Sea BaseSubtract one for each ForestHalve if base has Tree Farm or Hybrid Forest, and Eliminate if has bothDivide this value by eight, and reduce by up to 16 plus number of previous fungal blooms and number of Tree Farms, Hybrid Forests, Centauri Preserves, and Temples of Planet built since the first fungal bloom. Set this number asideTake the number of minerals produced this turn less those from Nessus Mining PlatformsIf result from step 5 was reduced by less than 16+#, reduce result (step 6) by remaining amountDivide minerals by one plus number of Centauri Preserves, Temples of Planet, Nanoreplicators, The Pholus Mutagen, and The Singularity InductorSum the values of steps 5 and 8, and add five for each use of a Tectonic Missiles and for each Major AtrocityIf Perihelion is occurring, double the valueEco-damage = (ValueFromStep10) × Diff × Techs × (3-Planet) × Life ÷ 300Where:Diff = three on lower difficulties, 5 on Thinker and TranscendTechs = Number of technologies discoveredPlanet = Social Engineering Planet valueLife = Native life abundance (1–3) for this map (adjustable in creating custom maps and scenarios)
QuoteEcology (Basic)...On the information display for each base (in the bottom left hand corner) is an “Eco-damage” number that represents the percentage chance, per turn, of a fungal bloom occurring in that base’s production radius. Each fungal bloom increases Planet’s tolerance of terraforming and mineral production but fungal blooms in successive years can trigger global warming.
Ecology (Basic)...On the information display for each base (in the bottom left hand corner) is an “Eco-damage” number that represents the percentage chance, per turn, of a fungal bloom occurring in that base’s production radius. Each fungal bloom increases Planet’s tolerance of terraforming and mineral production but fungal blooms in successive years can trigger global warming.
...The more sea or land improvements built, the more the potential damage; Thermal Boreholes, Echelon Mirrors, and Condensers in particular.
Tree Farms, Hybrid Forests, Centauri Preserves, and Temples of Planet, and Nanoreplicators as well as The Pholus Mutagen and The Singularity Inductor all reduce ecological impact.
The building of Tree Farms, Hybrid Forests, Centauri Preserves, and Temples of Planet, will increase Planet’s tolerance of terraforming and mineral production if built after a faction has experienced it’s first fungal bloom.
Planet only reacts to the construction of these facilities, not to their destruction or loss through conquest.
Ecology (Advanced)The ecological damage formula:For each base total the number of Mines, Solar Collectors, Farms, Soil Enrichers, Roads, Mag Tubes, Condensers, Mirrors, and Boreholes inside its production radius. Items in squares which are being utilized by workers from the base (but not by supply crawlers) count doubleAdd an extra +8 for each Borehole, +6 for each Echelon Mirror, +4 for each Condenser, and +1 if a Sea BaseSubtract 1 for each ForestHalve if base has Tree Farm or Hybrid Forest, and Eliminate if has bothDivide this value by 8, and reduce by up to 16 plus # of previous fungal blooms and Tree Farms, Hybrid Forests, Centauri Preserves, and Temples of Planet built since the first fungal bloom. Set this number asideTake the number of minerals produced this turn less those from Nessus Mining PlatformsIf result from (5.) was reduced by less than 16+#, reduce result (6.) by remaining amountDivide minerals by 1 plus # of Centauri Preserve, Temple of Planet, Nanoreplicator and +1 each if the faction controls The Pholus Mutagen or The Singularity InductorSum the values of (5.) and (8.), and add +5 for each use of a Tectonic Missiles and for each Major AtrocityIf Perihelion is occurring, double the value[/l][/l]
Ecology% = (ValueFromStep10) × Diff × Techs × (3-Planet) × Life ÷ 300
Diff = Normally 3, but 5 on two highest two difficulty levels
QuotePlanet only reacts to the construction of these facilities, not to their destruction or loss through conquest.Hasn't this been patched, or is that yet to be done?
Speaking of step 5, it isn't too clear to me what "and reduce by up to 16 plus # ... " means, and I would use "the number" instead of "#". How do you determine "up to," and is the limit 16, or (16 + the number of ...)? If you were using a formula instead of elaborating, what would it look like?
It appears that it is not a bug and I believe it therefore won’t be patched in Scient’s 2.0 patch but there will possibly be an option to change the behaviour in Yitzi’s patch using an alpha(x).txt setting.
The treatment of atrocities
I assume it means that the result cannot be a negative.
QuoteEcology (Basic)Planet’s oxygen poor, nitrogen rich, ecology is particularly sensitive to the release of its underground deposits of carbon into the biosphere.
Ecology (Basic)Planet’s oxygen poor, nitrogen rich, ecology is particularly sensitive to the release of its underground deposits of carbon into the biosphere.
Ecological damageThe more sea or land improvements built, the more Planet is antagonised; Thermal Boreholes, Echelon Mirrors, and Condensers in particular increase the risk of further fungal blooms.
Mineral production, further angers Planet whilst Major Atrocities, and the use of Tectonic Missiles increase ecological damage at each of that faction’s bases.
Ecology (Advanced)The ecological damage formula:For each base total the number of Mines, Solar Collectors, Farms, Soil Enrichers, Roads, Mag Tubes, Condensers, Mirrors, and Boreholes inside its production radius. Items in squares which are being utilized by workers from the base (but not by supply crawlers) count doubleAdd an extra eight for each Borehole, six for each Echelon Mirror, four for each Condenser, and one if a Sea BaseSubtract one for each ForestHalve if base has Tree Farm or Hybrid Forest, and Eliminate if has bothDivide this value by eight, and reduce by up to 16 plus number of previous fungal blooms and number of Tree Farms, Hybrid Forests, Centauri Preserves, and Temples of Planet built since the first fungal bloom. Set this number asideTake the number of minerals produced this turn less those from Nessus Mining PlatformsIf result from step 5 was reduced by less than 16+#, reduce result (step 6) by remaining amountDivide minerals by one plus number of Centauri Preserves, Temples of Planet, Nanoreplicators, The Pholus Mutagen, and The Singularity InductorSum the values of steps 5 and 8, and add five for each use of a Tectonic Missiles and for each Major AtrocityIf Perihelion is occurring, double the valueEco-damage = (ValueFromStep10) × Diff × Techs × (3-Planet) × Life ÷ 300Where:Diff = three on lower difficulties, 5 on Thinker and Transcend[/l][/l]
Techs = Number of technologies discoveredPlanet = Social Engineering Planet valueLife = Native life abundance (1–3) for this map (adjustable in creating custom maps and scenarios)
Quote from: Lord Avalon on May 17, 2013, 09:01:29 amSpeaking of step 5, it isn't too clear to me what "and reduce by up to 16 plus # ... " means, and I would use "the number" instead of "#". How do you determine "up to," and is the limit 16, or (16 + the number of ...)? If you were using a formula instead of elaborating, what would it look like?The limit is 16 plus the number of, I assume it means that the result cannot be a negative. It is based on the original datalinks formula with the revised ecology information backfilled into it.
Also, it's undocumented, but I'm pretty sure that the bonus minerals from planet busters etc. are also reduced by preserves/temples/nanoreplicator/etc. (and I think the Voice of Planet is also on that list.)
Actually, the consensus was that it was a bug, and therefore it will be changed automatically in my 2.0 patch.
“I have ordered these Preserves set aside for you, Voice. Planetlife will remain completely undisturbed inside these compounds. Can you, in return, regulate your animal and plant vectors, keep them from overrunning my compounds?”… “stop we no. slow we yes, in compounds stay we, less harming cause you. now, let us make you we more poems.”
"... oxygen-poor, nitrogen-rich ecology ...", i.e., no comma after rich. But isn't this getting beyond a "basic" explanation? And I wonder if your reasoning about carbon is correct. Going by the manual, Appendix 5 describes "the scarcity of carbon in the environment" (Ecology, p.220), and says "... all efforts to return carbon to the biosphere would encourage Planet life to proliferate" (p.221). That seems to be the opposite of damage. And do mines and solar collectors have anything to do with carbon? Can we really be more specific than "If Planet's complex ecology is not respected, it turns on an invader" (Ecological Risks, p.54)?
There is also an argument for the existing behaviour that Planet would reward a faction for building the facility but not for losing them in conquest or having them destroyed by probe action or similar.I do think that scrapping and rebuilding these facilities is an exploit but I believe that the existing behaviour is part of the storyline rather than broken or lazy coding.