Scale - refugees and mercs

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Ekaton
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Scale - refugees and mercs

Post by Ekaton »

I don't think that structures scale well to adapt for the difference in population. In my current playthrough, which features a world with several hundred thousand survivors, hostile atmosphere and air, and no nutrition from local flora/fauna, I had five refugee centres and six mercs/legion/etc. camps. They provided about 2500 pops a turn. It doesn't make much sense in such a world. These should either be made much rarer or have special variations for low-pop planets.
I need ten females for each male...
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GodwinW
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RE: Scale issues

Post by GodwinW »

Those do indeed not scale well. I've read someone else complain about them not doing anything. He needed 250,000 population for his next level city, Free Folk were practically all absorbed, natural growth was also very slow and this just did nothing.
zgrssd
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RE: Scale issues

Post by zgrssd »

ORIGINAL: GodwinW

Those do indeed not scale well. I've read someone else complain about them not doing anything. He needed 250,000 population for his next level city, Free Folk were practically all absorbed, natural growth was also very slow and this just did nothing.
I think he is complaining about them being too good.
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Ekaton
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RE: Scale issues

Post by Ekaton »

ORIGINAL: zgrssd

ORIGINAL: GodwinW

Those do indeed not scale well. I've read someone else complain about them not doing anything. He needed 250,000 population for his next level city, Free Folk were practically all absorbed, natural growth was also very slow and this just did nothing.
I think he is complaining about them being too good.

It works both ways. On some planets it can be way too much, while on others it's nothing. Personally, I think that too much people is more of a problem than too little - it makes more sense that a planet with 25 million still has some small refugee camps.

Another issue, is that the same camps produce pops throughout the playthrough. It's hard for me to imagine the very same shelter producing exactly the same number of refugees each turn for 50 or 100 or more years straight, same with merc companies. They need more variety: maybe 100 + 1d100 refugees a turn for 25+d50 or so turns, with the base number of refugees scaling with the planet population. This would add a lot more variety and be a lot more realistic.
I need ten females for each male...
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