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This is about jewelry

By on March 20, 2008 11:14:33 PM from GalCiv II Forums GalCiv II Forums

danielost

Join Date 07/2003
+38

We need a part that will add population to a ship.

 

My tholian space city has a crew of 1200.  Which may be enough to operate the ship,  But what about the 1,000,000 plus residents of these cities. 

 

Also there should be some way to have them produce some income.  Your not going to live in a space city and not pay taxes.

 

I put this thread in because I didn't want my suggestion to get lost in the official thread.

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March 23, 2008 11:05:58 PM from GalCiv II Forums GalCiv II Forums
this is a test
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March 24, 2008 12:46:51 AM from GalCiv II Forums GalCiv II Forums
Unless the devs recode for it, you are stuck with colony and troop modules.
And I doubt that they would make a change like that this late in the game.
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March 24, 2008 2:14:23 AM from GalCiv II Forums GalCiv II Forums
yea I know but it doesn't hurt to ask. Not really asking for anything the troop and colony pods cost. Wanted something that was free just to add crew to a ship that really needs more crew or the appearance of more crew.

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March 24, 2008 2:34:29 AM from GalCiv II Forums GalCiv II Forums
My tholian space city has a crew of 1200. Which may be enough to operate the ship, But what about the 1,000,000 plus residents of these cities.


I guess you mean the star bases. I have never noticed any population mentioned or associated with star bases. If we are just assuming for the story's sake there are civilians populating star bases in addition to crew, they probably maintain their residence on a planet and pay taxes there. After all, they are working bases and not habitats or population centers.They do not affect planet population in the way that colony ships and transports do.

Star bases do creste income. Mining star bases provide military, research, economy, influence, and morale bonuses for all your planets. The non-mining economy starbases provide trade and manufacturing bonuses to nearby planets and influence bases raise your tourism income in addition to spreading your influence. I suppose that military bases are the only non-income producers beyond providing off world employment opportunity.

I have whimsied about orbiting hotels and cruise ships as income producers along with freighters but I have never expected them to be put into the game.
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March 24, 2008 5:59:36 AM from GalCiv II Forums GalCiv II Forums
yea I know but it doesn't hurt to ask. Not really asking for anything the troop and colony pods cost. Wanted something that was free just to add crew to a ship that really needs more crew or the appearance of more crew.


That really made no sense at all.
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March 24, 2008 7:41:11 AM from GalCiv II Forums GalCiv II Forums
I think I understand what he's asking for. [I think] He simply wants a jewelry piece that makes the ship (when viewed from the Intelligence Report, for example) read as having more people on it. The numbers listed for "crew" there are pretty arbitrary, I must admit.
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March 24, 2008 11:21:59 AM from GalCiv II Forums GalCiv II Forums
My tholian space city has a crew of 1200. Which may be enough to operate the ship, But what about the 1,000,000 plus residents of these cities.I guess you mean the star bases. I have never noticed any population mentioned or associated with star bases. If we are just assuming for the story's sake there are civilians populating star bases in addition to crew, they probably maintain their residence on a planet and pay taxes there. After all, they are working bases and not habitats or population centers.They do not affect planet population in the way that colony ships and transports do.Star bases do creste income. Mining star bases provide military, research, economy, influence, and morale bonuses for all your planets. The non-mining economy starbases provide trade and manufacturing bonuses to nearby planets and influence bases raise your tourism income in addition to spreading your influence. I suppose that military bases are the only non-income producers beyond providing off world employment opportunity.I have whimsied about orbiting hotels and cruise ships as income producers along with freighters but I have never expected them to be put into the game.




I am talking about my home made bases. That I use for planet protection.


There may be a way to mod the income producers in. We would have to ask either frogboy or kyro
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March 24, 2008 11:25:34 AM from GalCiv II Forums GalCiv II Forums
I think I understand what he's asking for. [I think] He simply wants a jewelry piece that makes the ship (when viewed from the Intelligence Report, for example) read as having more people on it. The numbers listed for "crew" there are pretty arbitrary, I must admit.



This is correct.


I don't know if you say my space city. It reads as only have 1200 people on board.


never mind here it is


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March 24, 2008 12:20:00 PM from GalCiv II Forums GalCiv II Forums
does anyone know if kyro got his mod to work properly for vista
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March 24, 2008 1:26:35 PM from GalCiv II Forums GalCiv II Forums
I see what you are doing now.

If you have all the minaturization techs you might have enough space to add 4-5 colony pods that would take population off of the planet but you would have to put the population in your description. This would also be a solution for overpopulation that would beat parking colony ships on the edge of the map or blowing them up. Still, no way to add an income factor.

Not what you want but another way of looking at it.
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March 24, 2008 1:47:40 PM from GalCiv II Forums GalCiv II Forums
I don't really see that as a problem... As far as I can tell, the crew is just how many people are operating the thing; Officers, maintainance crews, medical staff, etc, it doesn't really say how many people "live" there. For example, the passengers on a cruise liner aren't considered part of the crew, either, but they are definitely there.
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March 24, 2008 2:10:13 PM from GalCiv II Forums GalCiv II Forums
Three points:

Firstly, it still amazes me when people cannot spell the races' names correctly. 'Knox'? 'Tholians'? Is the art of reading lost?

Secondly, obviously, something that adds a NEW FEATURE is not jewelry.

Thirdly, um, Danielost: you can't MOD IN NEW game mechanics.

Also, Twilight's on feature lock.
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March 24, 2008 2:29:20 PM from GalCiv II Forums GalCiv II Forums
Tholian is star trek not galciv
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March 24, 2008 2:29:37 PM from GalCiv II Forums GalCiv II Forums
"Firstly, it still amazes me when people cannot spell the races' names correctly. 'Knox'? 'Tholians'? Is the art of reading lost?"

It still amazes me that someone would berate sombody for misspelling the names of fictional alien races from a computer game.????
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March 24, 2008 5:11:11 PM from GalCiv II Forums GalCiv II Forums
he thought I was talking about the torians or whatever. When I was talking about the Tholians of star trek
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March 24, 2008 5:16:43 PM from GalCiv II Forums GalCiv II Forums
double post
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March 24, 2008 6:59:26 PM from GalCiv II Forums GalCiv II Forums
he thought I was talking about the torians or whatever. When I was talking about the Tholians of star trek


Props for defending a detractor to someone appearing to defend you. A balky forum day prevented me from getting into this thead sooner. I wanted to go on record supporting both the masses-in-jewelry request for GC2 and the notion that GC3 should support off-planet "productive" populations.

Re the jewelry, because I'm a big-map fan, I almost never zoom in to the low-level map. But if I could see art that evoked the teeming masses on a custom ship a-la Iain Banks Culture novels, I would take a few more close looks.

Re "produce some income," I'm on record in other threads as wishing that off-planet assets could do this, but I don't expect anything before GC3. After GC3, I'll be prepared to scoff ferociously if planets are required rather than optional for a player civilization.
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March 24, 2008 8:21:57 PM from GalCiv II Forums GalCiv II Forums
it is ok I understood what the detracter was talking about and he didn't know what I was talking about
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March 24, 2008 9:06:11 PM from GalCiv II Forums GalCiv II Forums
Tholian is star trek not galciv


In that case, I'm sorry for misrepresenting you.

Kudos for making a Star Trek race work in GalCiv.

Anyway, it still really bothers me when people blatantly misspell things where they have only seen it written down. It's understandable that, after hearing a word, say 'hearing', one misspells it because they don't know how ('heering')...

...but a word that you have LEARNED from in print? If you've seen a mission in GalCiv with the title, 'Death of the Korx', how can you POSSIBLY spell it 'Knox'?!

Excuse me from digressing. I concur: it would be cool to have off-planet taxable population. Unfortunately, ToTa is on feature lock, and you can't, erm, mod in a new mechanic

Thanks for understanding, Danielost,

LordZarth
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March 24, 2008 9:56:46 PM from GalCiv II Forums GalCiv II Forums
I may have misspelled a word but I have not referred to any galciv 2 races in this thread.


For future reference. The Tholians are the ones that spin the web, I forget the name of the episode.
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March 24, 2008 10:44:48 PM from GalCiv II Forums GalCiv II Forums
I may have misspelled a word but I have not referred to any galciv 2 races in this thread.For future reference. The Tholians are the ones that spin the web, I forget the name of the episode.


yes i know
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