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Author Topic: Food problem in game world  (Read 969 times)

FreonRu

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Food problem in game world
« on: October 18, 2022, 08:32:58 AM »

I consider the problem of food in the game world very serious. This makes it difficult to simply believe in the world of this game. Here are the arguments:
1 Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency! As you can see, we have just a monstrous food shortage. There can be no talk of any population growth at all - only the extinction of the majority of the population that has nothing to feed.
2 In the game world, faction wars should be more about conquering planets that can produce food, rather than just beliefs/minerals/markets/even the AI is relegated to the very last place... since there is nothing to eat.

My suggestions are:
1 We need buildings that can be built on planets without farmland. Hydroponic farms / Mushroom farms / Protein production farms, etc.
2 Need to increase farmland output on planets with food production capability.

Of course, this is a convention of the game world - but such a convention makes it difficult for me to fully immerse myself in the game world (the brain does not believe that people here can survive because there is a clear lack of food. Without drugs / luxury goods, domestic goods, people can survive - without food is very doubtful).
« Last Edit: October 18, 2022, 08:41:34 AM by FreonRu »
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Megas

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Re: Food problem in game world
« Reply #1 on: October 18, 2022, 09:04:24 AM »

Another lore-breaker are (zombie) pirates and the core worlds' collective incompetence in defending their worlds against them or anything else.  The core worlds will send bigger fleets to attack the player's colonies than to defend their worlds.  Net result?  Sat bombing their world off the map is easier than killing a full-strength expedition at my colony's backdoor.  Also, lack of defenses means full pirate raiding party has a high chance of success unless the player intervenes.

The biggest threat to sector survival, aside from snapped player character enacting "vengence from the grave" like Black Sabbath's Iron Man, is the zombie pirate apocalypse.  Yes, pirate raid frequency has toned down since early 0.9a, but they can still raid systems without much difficulty and threaten worlds with low stability.  The core worlds, aside from maybe Sindria, have insufficient defenses to repel pirates or any other serious invasion.


Also, for all of the fear sector has against AI, the worst AI cores can do is refuse to leave the job you want them to do forever like in a silly romcom.  All they do is mind their own business until player wants to act like a pirate and attack them for loot and story points.
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BCS

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Re: Food problem in game world
« Reply #2 on: October 18, 2022, 09:24:28 AM »

I consider the problem of food in the game world very serious. This makes it difficult to simply believe in the world of this game. Here are the arguments:
1 Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency! As you can see, we have just a monstrous food shortage. There can be no talk of any population growth at all - only the extinction of the majority of the population that has nothing to feed.

Er yes, but the colony production/consumption is abstracted/simplified. A single colony producing 4 units of food can supply an infinite amount of planets that require 4 food. All colony resources work this way.
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FreonRu

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Re: Food problem in game world
« Reply #3 on: October 18, 2022, 09:24:47 AM »

Another lore-breaker are (zombie) pirates ...

I agree, I did not find any food production at any pirate base. No matter how much you destroy the pirates - they still do not decrease in number - it feels like they have a farm for growing clones who, immediately after growing in tanks with omniatic liquid, go in formation to their fleet of "rusty cans" and die in full force in the next brawl with patrol fleets any of the factions. Theory - maybe they captured a cryosleeper (or maybe several) and immediately after awakening people from cryosleep, they recruit them?
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Yunru

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Re: Food problem in game world
« Reply #4 on: October 18, 2022, 11:06:17 AM »

Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency!
That's not how shortages, or indeed production units, work.

Big Bee

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Re: Food problem in game world
« Reply #5 on: October 18, 2022, 12:36:39 PM »

The population of each planet is the market size^10. Since population gets exponentially larger with size, and both the produced and demanded resources increase with size, it would not be unreasonable to assume that resources scale the same way.

Because of this, individual production units are not worth the same. A size 6 colony has a population of "millions", and it has both a demand and base production of 6 food. That means that a production of 6 food is enough to support millions of people. A size 3 colony on the other hand would be home to only thousands, and would both produce and consume 3 food. Clearly, two size 3 colonies would not consume equivalent food to a size 6 one.

And if you got rich farmlands, that's a +1. A size 6 colony could now not only feed millions, but tens of millions. Got BOUNTIFUL farmlands instead? That's a +2, now you can feed hundreds of millions with your output of 8. Got an administrator with industrial planning on top of that? Now you can feed billions. Soil nanites on top of that? That's a +2, now you got an output of 11 and that's just ricidulous. Actually, at this point it all really breaks down and becomes very unimmersive again, but I suppose that is to be expected given that it's a simplified game system and not a simulation that is trying to be in any way realistic.

Without all these bonuses it makes enough sense, exponential growth means that higher outputs from a single planet are worth a lot more than those from smaller colonies, so you can't really count the total production unit numbers. And it makes enough sense that a planet that can feed millions with an output of 6 could feed a good number of other colonies that only have populations numbering in tens of thousands.

I think in vanilla the largest exporter of food is the LC capital with a population of tens of millions. That should be enough in food exports to feed a lot more worlds. If we're being generous, a size 7 world could have a population of 35m or so, but with enough food production to feed 50m. That could feed several other size 6 planets, and pretty much every smaller one besides, or another size 7 colony that is on the small side within that group.
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