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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: [0.95a] Modified Industry Requirements v0.3 (now editable+no pollution)  (Read 43366 times)

Oni

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Re: [0.95a] Modified Industry Requirements v0.2
« Reply #30 on: September 10, 2021, 10:01:01 AM »

....The problem is the lack of realism regarding economy. You cannot fulfil the requirement of 10 transplutonics with two colonies producing 5 each for example.
... I wonder if there's a mod to fix that?  ???
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√ústad

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Re: [0.95a] Modified Industry Requirements v0.3 (now editable+no pollution)
« Reply #31 on: April 01, 2022, 05:30:31 PM »

Is it possible to make cryoarithmetic engine work efficiently like in very hot worlds? Nice mod btw  :)
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Farya

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Re: [0.95a] Modified Industry Requirements v0.2
« Reply #32 on: April 02, 2022, 12:47:07 AM »

Thanks! These are now actually more balanced, especially the ones that required 10 resources (considering the limited number of colonies we can have.....).
There is no colony limit, however that won't help.
The problem is the lack of realism regarding economy. You cannot fulfil the requirement of 10 transplutonics with two colonies producing 5 each for example.
That's not lack of realism though. Because production scales are too much apart. Colony which produces 10 units of any commodity does not produce exactly twice as much as smaller colony which produces 5. Same for colony sizes.
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SpaceDrake

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Re: [0.95a] Modified Industry Requirements v0.3 (now editable+no pollution)
« Reply #33 on: April 02, 2022, 11:23:42 PM »

It'd be keen if this mod also affected the range at which cryosleepers work. I always thought 10 was a bit short.
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