![]() ![]() Resettlement is the process of pops moving from one planet to another, more desirable one. Purging a particular species will cause that species to decline more rapidly depending on the purge type the decline factor from purging overrides natural decline factors. Overcrowded planets that have over-represented species will have those species begin to decline in numbers and be replaced by newly growing, under-represented species that have equal citizenship. By default, decline rate is −5 decline points per month. A pop will disappear after 100 decline points have been accumulated. Pop decline represents the decrease of certain species on the planet due to purging or severe overcrowding. Organic pop assembly is not affected by any traits or modifiers except for the following:Įngineered Evolution ascension perk, extra with Stem Cell Stimulation Robotic pop assembly is affected by traits and other modifiers. The other thing is how and what settings would have to be modified. The constructed template is the one with the highest number of used trait points, but can always be changed manually unlike choosing a species to grow, this does not cause a penalty to assembly speed. I am aware that some file would probaply have to be edited, like gameRules.dat, for one that I suspect. Non-sapient robotic pops do not migrate but can create overcrowding and unemployment. Pop growth = ( 3.0 + pop growth from pops ) ⋅ ( ∑ percent bonuses for pop growth ) + migration ⋅ ( ∑ percent bonuses for migration ) assembly points are reached, a new pop is created on the planet. ![]() the base pop growth: a sum 3.0 pop/month and pop growth from pops.The more pops a empire has the more growth points are needed to be accumulated for the next pop. The growth required scaling value is a game setting. The growth progress goal is dynamic and depends on the total empire population: growth progress goal = 100 + growth required scaling × total empire population Growth points accumulate every month by adding the month's pop growth, and after reaching a growth progress goal a new pop appears. Its unit of measurement is pop per month. Or simply tie up 300 unit limit to one of the last ages. Maybe these limits can be raised proportionally as well. But increasing pop limit for AOE3 is indeed harder because many units and buildings have build limits. ![]() It’s just that they haven’t done that yet. Pop growth represents the increase in population from natural reproduction and immigration. So that’s no big problem (imagine Huns/Lakota with 500 pop limit). How is that much different than a battle of 25 elephants vs.Growth as a function of planet capacity and population I’ve actually always said ranked can do its own thing, but to get more pop room for custom/SP matches would be wonderful! However, the more I think about it, you’ve convinced me that the game should take off the training wheels for ranked play, so to speak, and let whatever happens happen! Who cares if there is a major battle consisting of 350 elephants vs. If you think that changing this number doesn’t affect game balance, you are dead wrong. Who would win? Let’s find out! PS: AoE2 didnt need siege or elephants to take up multiple pop slots, but that game does fine. Well, both players would have access to the same… so then it becomes a clash of the titans. Siege and elephants take up extra pop space for a reason, certain units are basically unstoppable once they reach some critical mass… A win is a win, a loss is a loss, no matter what the pop amount is. Similar to how everyone only wants to play Arabia map, maybe over time the dust will settle on 200, but players would still be able to dive into whatever match setup they want. Let’s open the floodgates and see what happens! Players will self-regulate, playing only the population amount they want. It works just fine for custom games where the average player skill isn’t so high, but it would absolutely break ranked if the pop cap was changed. ![]() Still a decent game but at the end of the day I feel like I’m playing a watered down version of age 2, or even age 3, sure 3 had the pop count issue but also EVERY civ got 2 unique units and they all felt unique, I don’t get that from 4 unless I am mongols but I also personally hate how the mongols play. These are all symptoms of a rushed development and take two trying to go more toward their style of rts rather than the original vision ensemble started. This game is so unpolished, consider even other age games, where’s the advanced commands, where’s the guard, follow, formation commands that aren’t ■■■■, why can’t I put a springald on a wall. (Can sometimes be modified by treasures mid-game.) - There are mods to change the limit, but everyone playing must have the same mod installed and many of the mods are not kept up-to date (and thus will not work). Allowing more units would mean people would want more unit types to fill their armies. It’s got nothing to do with how computers will handle it or even “balancing” they’re just lazy. All this also goes with saying the things in other age games thatve been removed, the treaty/neutral system, advanced formations, etc. ![]()
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