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Unread 3 Jun 2015, 06:24   #1
Forest
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Population %

I would like to see a trial run in which the total percentage remains at 100% but the limits are removed.

ATM their is no tactics involved (max mining/50% res/25% cons etc, with the odd tweak).

Being able to have one thing on 100% and everything else on 0 would add more thought to the process imo.
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Unread 3 Jun 2015, 06:39   #2
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Re: Population %

The real issue with population is that +1% mining is almost always preferable over, say, +1% production speed. The limits are an ugly hack to stop people from using their population on the best options.

If you want to get rid of said limits (and I think that would be a reasonable thing to want), you first have to balance the amount of value you get from the different population categories. I'm not sure that's even possible, to be quite honest.
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Unread 3 Jun 2015, 06:56   #3
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Re: Population %

We'd have to actually change population entirely. Because as Mz said after tick 200 most of the uni would put 50%+ into mining because resources are better than research and constructions.
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Unread 3 Jun 2015, 07:19   #4
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Re: Population %

The sliders act as a bonus, they should act like a setting.

Say you get max 100 RU.
You set the slider to 50%, which gives you 50RU.
You mine Max 100,000 resource.
You set the mining slider to 50% which gives you 50,000.

So you could put all your eggs into the research basket, but you will not get any thing else like mining etc.
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Unread 3 Jun 2015, 08:00   #5
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Re: Population %

for there to be tactic involved in population they would have to change at what tick you are, since early game research is super important this should be low early round, and high late round, same with construction. Mining should be high early round and low late round. This way you could actually get some variance in how people use their settings.
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