Planet generation for more raiders

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

Moderator: Vic

Post Reply
sinbuster
Posts: 62
Joined: Sat Jul 29, 2006 7:26 pm

Planet generation for more raiders

Post by sinbuster »

Hey all,

Using the most recent beta (for 1.04) and I like the new History Class options. I've been trying to roll a map with more minors and to make them generally more aggressive but every time I end up with very few if any raiders.

I've selected Severe Violence and Survival Stress. The former says to expect more dangerous AI regimes and the latter says to expect many regimes to be present. Do these only affect major regimes?

I tried large siwa planets with earth-like atmospheres, good nutrition for alien tissue (for more hunters presumably) and large pre-war populations. Ideally, I'd like a mix of scavengers, farmers, raiders, and hunters but it always ends up mostly scavengers (so more neutral territory - not ideal) with some farmers and hunters. Raiders are always like 1 or 0 per cent. Are they only prevalent in dry, barren worlds?

On the topic of planet generation, there really needs to be a "back a step" button so I don't have to restart from scratch every time.
scottrossi
Posts: 50
Joined: Thu Jun 04, 2020 5:44 pm

RE: Planet generation for more raiders

Post by scottrossi »

I've found that for raiders, you need bad nutrition, large pops, and i feel like less water, mossy and shrub worlds spawn more raiders as well.
ramnblam
Posts: 216
Joined: Tue Jun 09, 2020 9:40 am
Location: Australia

RE: Planet generation for more raiders

Post by ramnblam »

On both my Cerberus and boreal planet gens it was like over 80% raiders. Give those a shot.
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Planet generation for more raiders

Post by demiare »

ORIGINAL: sinbuster

I've selected Severe Violence and Survival Stress. The former says to expect more dangerous AI regimes and the latter says to expect many regimes to be present. Do these only affect major regimes?

No, it doesn't affect major regimes. I'd used Robinson, Severe Violence and Survival Stress on Siwa planet - 85% of population are raiders and my guns are drowning in their bodies [:D]
sinbuster
Posts: 62
Joined: Sat Jul 29, 2006 7:26 pm

RE: Planet generation for more raiders

Post by sinbuster »

Thanks guys, I'll give those a try. I think I might have to wait for 1.05 however, my turn times are just atrocious with the current beta - like 5X worse than before. The same goes for planet generation. The game seems to really hang up when it's calculating precipitation. When I reinstalled with 1.04 everything was much faster. Anyone else experiencing this?
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Planet generation for more raiders

Post by demiare »

ORIGINAL: sinbuster

Anyone else experiencing this?

No, for me beta6-7 without any Major regimes finally became playable. [:D] Still slow as a snail but not making me mad.
User avatar
Beorn
Posts: 134
Joined: Fri Jun 24, 2005 2:41 pm

RE: Planet generation for more raiders

Post by Beorn »

ORIGINAL: sinbuster

Thanks guys, I'll give those a try. I think I might have to wait for 1.05 however, my turn times are just atrocious with the current beta - like 5X worse than before. The same goes for planet generation. The game seems to really hang up when it's calculating precipitation. When I reinstalled with 1.04 everything was much faster. Anyone else experiencing this?
my turn times are just atrocious with the current beta - like 5X worse than before.

I found that using "Survival Stress" had dramatically longer wait times. Could be coincidence, but it would make sense, if there are many more factions.
User avatar
GI Seve
Posts: 85
Joined: Tue Jun 27, 2000 8:00 am
Location: Oulu, Finland
Contact:

RE: Planet generation for more raiders

Post by GI Seve »

I started current game on beta6 extreme difficulty,slowed down research, severe violence, survival stress and alien life settings on. Managed to generate world with 8 major AI and dozen minor AI humans of whom most are raider nations with towns. Then got rolls on native fauna and got roll on big carnivores.

Game has been literal siege war from the start slowly trying to pacify all the scary raiders (who at start have way better stacks than I can manage). The planet has horrible roaming monster animal stacks of 40 of the "weaker herbivore" called Terniambly (153hp 58hvyatt 58 soft att) and then the carnivorous Unichordata 222hp 90 hvyatt 90/174 soft att... they literally rolfstomp my troops if they stumble to my tiny area.

By turn 38 2/8 of the Major AI nations are dead (both killed by roaming animal monsters & raiders attacking them that I observed with my spies) and third major AI is under siege on his capital just waiting for the coup de grace.

All in all the new settings can make for interesting survival of the fittest scenario... tho end turn wait is kinda long with so many factions.
HallelujaaGobble!
sinbuster
Posts: 62
Joined: Sat Jul 29, 2006 7:26 pm

RE: Planet generation for more raiders

Post by sinbuster »

You know, I never even thought to check how many majors there were in my beta game. It makes a lot of sense. I was playing a large planet size with probably a bunch of minors as well. I'll give the beta another shot, those extra options are hard to pass up.
User avatar
Sieppo
Posts: 933
Joined: Sat Dec 15, 2012 10:37 am
Location: Helsinki, Finland

RE: Planet generation for more raiders

Post by Sieppo »

ORIGINAL: ramnblam

On both my Cerberus and boreal planet gens it was like over 80% raiders. Give those a shot.

Yeah my recent game on a Boreas class was full with very aggressive minors and raiders and mutants.
> What is the hardest thing in the universe?
> A diamond?
> No. 500 machine gun men on a mountain.
Post Reply

Return to “Shadow Empire”