0.61 style YorAssembly

There are a lot of changes in 0.70 & the yor defminately feel lacking somehow in something they had in 0.61 while being difficult to determine where the hole is or part of fast assembly (size, ignoring pop cap, something else, etc)is important in creating that gap .  Below is the 0.61 style assembly project from 0.61's PlanetaryProjects.xml:

Just open the file up  copy/paste it in with the rest

 

<PlanetaryProject>
<InternalName>ProjectAssembly</InternalName>
<DisplayName>PROJECT_ASSEMBLY</DisplayName>
<ShortDescription>PROJECT_ASSEMBLY_DESCRIPTION</ShortDescription>
<Icon>GC3_Colonization_Icon.png</Icon>
<ManufacturingPerBonus>10</ManufacturingPerBonus>
<Bonus>
<EffectType>GrowthYor</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.2</Value>
</Bonus>
<Prerequ>
<RaceTrait>
<Option>SyntheticLife</Option>
</RaceTrait>
</Prerequ>
</PlanetaryProject>

End of quote

While 0.70's fast assembly from improvementdefs.xmltis:


<!-- Begin Improvement -->

<Improvement>
<InternalName>FastAssembly</InternalName>
<DisplayName>FastAssembly_Name</DisplayName>
<ShortDescription>FastAssembly_ShortDec</ShortDescription>
<Description>FastAssembly_Dec</Description>
<Icon>FleshFurnace.png</Icon>
<BuildIcon>FleshFurnace_Build.png</BuildIcon>
<ListIcon>FleshFurnace_Icon.png</ListIcon>
<ImprovementType>DurationalProject</ImprovementType>
<PlacementType>Special</PlacementType>

<!-- Stats -->

<Stats>
<EffectType>ManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>101</Value>
</Stats>

<!-- Triggers -->

<Triggers>
<OnEvent>OnConstructImprovment</OnEvent>
<Target>
<TargetType>Colony</TargetType>
</Target>
<Lifetime>Instant</Lifetime>
<Modifier>
<EffectType>Population</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>5</Value>
</Modifier>
</Triggers>

<!-- Level Effect Trigers -->

<!-- Level Effect Stats -->

<!-- Adjacency Bonuses -->

<!-- Prerequisites -->

<Prerequ>
<Techs>
<Option>PropagationTech</Option>
</Techs>
</Prerequ>

</Improvement>

<!-- End Improvement -->

End of quote

 

Playing around a hundred turns on immense, loose clusters, common stars, occasional planet, occasional habitable, abundant extreme I can certainly confirm that the 0.61 method respects the yor pop cap (no more 150mil pop worlds w/o even researching power matrix!) .2/turn is good for early gameplay, it definitely needs to scale up  & changing the bonus from Flat .2 to Multiplier .2 & .02=+0/turn .

With that said, GalCiv3GlobalDefs.xml has a flat .1 growth for non-synthetic races (i.e. everyone else). it definitely needs to scale better as the game progresses 

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Reply #1 Top

.61 Assembly project was .2 per 10 manufacturing (always rounding up) per turn. It scaled very nicely into late game: I could get 15+/turn on manufacturing worlds.

.7 Assembly project was 1 per 20 manufacturing (rounded up) per turn, which is essentially the same rate as fast assembly at 101/5 pop. I prefer the project because it gives you better control, but if they are bent on taking it away they could at least make sure fast assembly was enhanced by +synthetic growth and respected the pop cap first.