I fear that they are some risk about anomalous score due to empire PQ bonus with Icho Tolot's Packs:
Evil pack : Tech environnemental manipulation : +10 PQ
Omega pack: Omega tech : + 10 PQ, achievement Subaromar Enviromental Manipulator : +5 PQ
Total empire wide PQ bonus for Icho Tolot's Packs : + 25
Standard Galciv : the terraformer : + 10
Total possible empire wide PQ bonus when playing with Icho tolot's packs : 35.
It is really close to 40, especially if taking PQ bonus as starting pick and in a political party
I wonder: If the AI has a PQ bonus greater than 40, will they trigger the anomalous score. The problem is that at maso they start with 24% bonus for PQ.
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#1
by Citizen Chippoka - 1/10/2005 5:55:28 AM
I have seen some planet PQs reach into the 70s. I have those mods installed along with some others which also inmprove PQ among thier other features, plus my own. I had to scale back a lot of the PQ values to keep the flavor of the game within my own tastes; I added an immense cost to certain PQ improvements (local wonders or achievements) and even made a few have high maintenance costs (if I felt I could justify it)... However, I figure I may reduce these PQ value even more in my own games.
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| I have seen some planet PQs reach into the 70s. |
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The problem isn't on the PQ of the planets. The problem is linked with the fact that an empire wide PQ bonus of +40% (or greater) leads to an anomalous score for the metaverse.
| I added an immense cost to certain PQ improvements (local wonders or achievements) |
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I feel something strange: achievement that maintenance cost. That seems a bit akward to me.
And why want you to improve PQ a lot?
[Message Edited]
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#3
by Citizen Chippoka - 1/10/2005 4:51:42 PM
The metaverse? Don't use it, so it's a mute point for me anyway (sorry, but I can careless about status or ego - whatever - it's just entertainment for me in my spare time). But it is good to hear it's isn't a game issue (if I hear you right).
PQ and Maintenace? Am I reading you right? Think in terms of SciFi. It isn't reasonable to suppose every form of PQ improvement necessarily is maintenace cost free, as it could be said that some associated technologies and means/methods need on-going funding or supervision for thier effect, including needed fuels for machines, employees, etc, that maintain a certain "PQ" improvement from a given technology. It adds a little spice to the game in terms of strategy if the player needs to weight pros and cons rather then having a blanket policy of building every single PQ improvement. For example, when a better PQ improvement is invented, then a less effective or costly older improvement could be decommissioned as a "smart business decision." I definately feel more thought needed to be given to these sorts of aspects, and I have attempted to do so in my own copy of the game.
As for me using PQ improvements all the time (if I read your remark correctly)? No offense, but that's a bit of an assumption on your part given you aren't familiar with the tweaks (both pro and con)which I have incorporated into the game to suit my fancy and SciFi tastes and expectations. 
[Message Edited]
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| As for me using PQ improvements all the time (if I read your remark correctly)? No offense, but that's a bit of an assumption on your part given you aren't familiar with the tweaks (both pro and con)which I have incorporated into the game to suit my fancy and SciFi tastes and expectations. |
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Well, why add mods if you don't plan to use them? That was my assumption: you have made some tweaks, related to PQ. So you plan to use them. But I could be wrong.
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Well Peace, I play with all my mods and a waste amount of others, from which some allow EmpirePQ, and I play on maso. I've never experienced an anourmalous score in any of my games
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Well, I am just stating that if doing all research and building all PQ related wonders with some PQ picks at the beginning, one might trigger an anomalous score for empire wide PQ bonus greater than 40.
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#7
by Citizen Chippoka - 1/11/2005 6:31:13 AM
As for me using PQ improvements all the time (if I read your remark correctly)? No offense, but that's a bit of an assumption on your part given you aren't familiar with the tweaks (both pro and con)which I have incorporated into the game to suit my fancy and SciFi tastes and expectations.
Well, why add mods if you don't plan to use them? That was my assumption: you have made some tweaks, related to PQ. So you plan to use them. But I could be wrong. |
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I explained that in my previous post; erm, hmm, about pros and cons, tactics etc... please read it again... I hopefully didn't write it too sloopy (sometimes I do when in a hurry, apologies if I did). I do use the mods, sometimes, but it depends on what the planet conditions are, game condition are, etc, etc. I hope that makes sense. Plus, I may upload them for others to try one day.
[Message Edited]
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Yes it does. Thanks for the clarification.
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#9
by Citizen Chippoka - 1/11/2005 5:53:02 PM
Hey, let me ask you this... is having a high PQ planet really worth the effort all the time (in general, in a non-mod game)?
I was wondering if it is possible to be a "evil" player and use "force" of moral bonuses and loyality bonuses to "keep the citizens in-line." Can, say, a very loyal happy population on a 14, 15, or 16 PQ planet be very productive (with the all the mfg improvements built)? What if they are very loyal, but not happy on low PQ planets? I ask, because I was wanting to try to see if I could make it so that a player trying to be "Borg" in a late-game technology time period could be productive at the expense of PQ (the idea being that Borg worlds certainly would be grim in terms of PQ - PQs at, say, 13, 14, or 15).
[Message Edited]
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The loyalty attribute refers to the chance of planet flipping to another AI.
The morale of a planet has an inflence on:
- production : important drop near 24-30% morale
- pop growth rate : morale needs to be greater than 54 for ensuring a growth of the propulation
- tax income: happy citizen pay taxes
The PQ of a planet has an influence on:
- maintenance costs : below PQ 15, you must pay for life support system
- production, but pop has also an influence
- taxes
- morale. the bigger the PQ, the happier the citizen
- caps for tax icome and manufacturing
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Hi Icho Tolot, do you use PQ picks and PQ party bonus, i.e. do you get above 40% PQ ability?
I use 5% pick and 5 % party.
I read of the 40% limit. Because of that I modified your mods to stay below 40%. Thus I can't tell if there would be a problem.
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#12
by Citizen Chippoka - 1/12/2005 5:12:50 PM
| The loyalty attribute refers to the chance of planet flipping to another AI. The morale of a planet has an inflence on:- production : important drop near 24-30% morale- pop growth rate : morale needs to be greater than 54 for ensuring a growth of the propulation- tax income: happy citizen pay taxesThe PQ of a planet has an influence on:- maintenance costs : below PQ 15, you must pay for life support system- production, but pop has also an influence- taxes- morale. the bigger the PQ, the happier the citizen- caps for tax icome and manufacturing |
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So... the answer to my previous post is "no..."
OK.
What you say is as I suspected and knew at most points, but I had hoped I had miss something.
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None of this Boni, Walldorf
The pq 40% trigger only works till a certain time (if i remember correctly) At the time the Omega Tech is available, and considering a normal reseach rate, there should not be a problem with the trigger, even with using the Terraforming pack (dunno who made it).
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| The pq 40% trigger only works till a certain time |
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I wasn't aware about this. Thanks for the clarification.
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Hmmm...AFAIK there is no time limit to the +40PQ trigger. This is the very first time that I ever heard anyone mention time limit with regard to empire-wide PQ bonus. There is an economic trigger that appears to go away after certain date (the limits have never been established but are fairly high). I might test your hypothesis this weekend, Icho, since I'm not submitting for score anymore anyway.
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| The pq 40% trigger only works till a certain time (if i remember correctly) At the time the Omega Tech is available, and considering a normal reseach rate, there should not be a problem with the trigger, even with using the Terraforming pack (dunno who made it). |
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Thanks, Icho.
I would really appreciate when someone could approve that with a successfull submittion.
Hi Moser the Alchemist, please report your results.
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!!! WARNING !!!
| The pq 40% trigger only works till a certain time. |
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Unfortunately this is not true for the 40% PQ border. (AFAIK it is true for the cash border. Any other examples?)
I just got an anomalous score for a very long lasting epic game . I checked my social stats and I had 41% PQ .
I reloaded a saved game before I researched Omega Tech (which gives 10% PQ, i.e. I had 31%) and I could submit it without problems.
Thus do avoid PQ > 40% when you want to submit a game!!!
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#18
by Citizen Chippoka - 2/12/2005 5:50:00 PM
I take it any planet at or above 40 will be reject by the online system? Or is it any planet with 40 or more PQ added on to existing rating?
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| I take it any planet at or above 40 will be reject by the online system? |
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No, this is refering to a relative empirewide bonus, not a planet specific one.
The Big Pack verion of my mod packs should solve this problem
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Civilization ability of 40% PQ is fine. 41% is not!
I had a anomaly pack installed. One of them was a PQ bonus anomaly. My ship ran in one and I got 41%
I deleted the anomaly and reduced your "Submolecular Enviromental Manipulator" to 4% PQ. I don now end up with 40% (only Final Frontier left) and that's fine.
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