Administrative strain and Truck Stops?

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

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deMangler
Posts: 379
Joined: Sat Jul 13, 2013 9:37 am

RE: Administrative strain and Truck Stops?

Post by deMangler »

ORIGINAL: BlueTemplar

Huh, so where is this myth from ?
Looking at it three turns later - The population of the now nameless free-folk community is dropping and it is reported in the news that a population increase of my town is increasing that matches. So maybe it happens over time, automatically that settlement will be gone when it gets to 0?
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BlueTemplar
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Joined: Thu Apr 29, 2010 12:07 pm

RE: Administrative strain and Truck Stops?

Post by BlueTemplar »

Yes, but is it changing faster than if it would if it was in the same Zone but not on the same hex ?
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deMangler
Posts: 379
Joined: Sat Jul 13, 2013 9:37 am

RE: Administrative strain and Truck Stops?

Post by deMangler »

ORIGINAL: BlueTemplar

Yes, but is it changing faster than if it would if it was in the same Zone but not on the same hex ?
Need more examples, but now a few more turns later the population has dropped to just 300, while nearby settlements are still looking quite populated.
Something seems different - the fact that the settlement now has no name is one thing.
Anyway - I'll update if it disappears completely.
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BlueTemplar
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RE: Administrative strain and Truck Stops?

Post by BlueTemplar »

A good example would be to reload the same game before you colonized, and this time to colonize as far as possible while still able to paint the town inside the same zone.
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deMangler
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RE: Administrative strain and Truck Stops?

Post by deMangler »

Good idea.
I just did that for a few turns - built a new zone with city 5 hexes away from the settlement.
The population of the settlement diminished in a similar fashion to when I built on top of it.

Edit - This was not as far as possible from the town, I didn't read that part of your suggestion in time. Still it shows that there is nothing special about building on it apart from the name dissapearing.
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BlueTemplar
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Joined: Thu Apr 29, 2010 12:07 pm

RE: Administrative strain and Truck Stops?

Post by BlueTemplar »

5 hexes might have been far enough to see a difference if there was one ?

(Would be nice for it to have been at least 7 hexes - considering the range of Administrative Strain...)

Anyway, thanks for testing it !
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deMangler
Posts: 379
Joined: Sat Jul 13, 2013 9:37 am

RE: Administrative strain and Truck Stops?

Post by deMangler »

It is a bit late game and things are a little cramped.
I love how there is so much to discover in this game. I will try this experiment about this in a future game.
Currently I am discovering so much depth in late-game intelligence reports and how they are affected by leaders, relations, technologies.... Anyway that is for another thread...
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