Adding new Miniaturization Theorectial tech |

I've added a new theorectical tech called Minitaurization. Right now, it's only purpose is the Miniaturization mount.
but a thought occured to me that I'm hoping for some feedback on.
Would it be a good idea if advancement in Miniaturization had a (relatively minor) effect on the size of facilities? By minor, I'm thinking at max level (10) it would be a 10%-20% reduction in facility kt size.
Re: Adding new Miniaturization Theorectial tech
but a thought occured to me that I'm hoping for some feedback on.
Would it be a good idea if advancement in Miniaturization had a (relatively minor) effect on the size of facilities? By minor, I'm thinking at max level (10) it would be a 10%-20% reduction in facility kt size.
I would say you should have a cap otherwise it gets out of hand quickly. The cap can be used to maintain balance.




Re: Adding new Miniaturization Theorectial tech
Don't know if this will help or hinder but this is what I've done for facilities.
ex
Name := Facility Expansion : Space Yard
Description := Government/Corporate Facility that increases the rate at which the planetary space yard functions.
Facility Group := Ship Support
XFile Class Name := Fleet Training
Picture Number := 9
Maximum Level := 11
Tonnage Space Taken Formula := 5000 - ((Get_Empire_Tech_Level("Construction") - 1) * 200)
Tonnage Structure Formula := 1000 + (([%Level%] - 1) * 50) * (((Get_Empire_Tech_Level("Armor") - 1) * 0.1) + 1)
Cost Minerals Formula := 2500 + (([%Level%] - 1) * 250)
Cost Organics Formula := 4000 + (([%Level%] - 1) * 250)
Cost Radioactives Formula := 2000 + (([%Level%] - 1) * 250)
Number Of Requirements := 1
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Advanced Military Science.
Requirement 1 Formula := Get_Empire_Tech_Level("Advanced Military Science") >= (1 + ([%Level%] - 1))
Number of Abilities := 3
Ability 1 Type := Space Yard Rate Modifier
Ability 1 Description := SpaceYard Expansion project increases production rate by [%Amount1%]%.
Ability 1 Scope := Sector - This Player
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 15 + (([%Level%] - 1) * 1.5)
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Description Only
Ability 2 Description := Only 1 Expansion per planet effective.
Ability 2 Scope := Sector - This Player
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := 0
Ability 2 Amount 2 Formula := 0
Ability 3 Type := Facility Maintenance Cost Modifier
Ability 3 Description := Note : Facility Expansion : Space Yard has reduced maintenance cost of [%Amount1%]%.
Ability 3 Scope := Object
Ability 3 Range Formula := 0
Ability 3 Amount 1 Formula := -25
Ability 3 Amount 2 Formula := 0
Now, I've tried to get this to work as well (whats next) but as usual I've run into the problem of the 'get' functions not working as I want them too.
ex
Name := Mineral Miner Facility
Description := Large scale planet processor which mines minerals from the deepest layers.
Facility Group := Resource Extraction
XFile Class Name := Mineral Miner
Picture Number := 4
Maximum Level := 75
Tonnage Space Taken Formula := 1500 - (((Get_Empire_Tech_Level("Construction") - 1) * 200) + (Get_Planet_Specific_Facility_Count("Mineral Miner Facility") * - 10))
Tonnage Structure Formula := 750 * (((Get_Empire_Tech_Level("Armor") - 1) * 0.1) + 1)
Cost Minerals Formula := 1300 * (1 + (([%Level%] - 1) * 0.05))
Cost Organics Formula := 100 * (1 + (([%Level%] - 1) * 0.05))
Cost Radioactives Formula := 100 * (1 + (([%Level%] - 1) * 0.05))
Number Of Requirements := 2
Requirements Evaluation Availability := AND
Requirements Evaluation Allows Placement := TRUE
Requirements Evaluation Allows Usage := TRUE
Requirement 1 Description := Empire must have at least tech level 1 in Minerals Extraction.
Requirement 1 Formula := Get_Empire_Tech_Level("Minerals Extraction") >= (1 + ([%Level%] - 1))
Requirement 2 Description :=
Requirement 2 Formula := Get_Empire_Tech_Level("Armor") >= 0
Number of Abilities := 1
Ability 1 Type := Mined Resource Generation - Minerals
Ability 1 Description := Mines [%Amount1%] minerals each turn.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := 3500 * (1 + (([%Level%] - 1) * 0.05))
Ability 1 Amount 2 Formula := 0
Ability 2 Type := Facility Maintenance Cost Modifier
Ability 2 Description := Note : Mineral Miner Facility has reduced maintenance cost of [%Amount1%]%.
Ability 2 Scope := Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := -25
Ability 2 Amount 2 Formula := 0
The minaturization of facilities works quite well for the AI as it just fills up its planets and begins to steamroll
I'm also looking at trying to fiddle with the planet cargo/facility max being controlled by level of planetary engineering etc but the 'get' funcion will probally not work there as well.
KEEP on emailing Aaron, maybe he will implement them for what we need.....