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IDProjectCategoryLast Update
0015111The Last FederationBalance IssueMay 14, 2014 9:57 pm
Reporterptarth Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.016 (Finish Him!) 
Fixed in Version1.019 (Solar Wind) 
Summary0015111: Widespread Flooding is too lethal
DescriptionEvuck's have widespread flooding. Their initial population is 2.8 billion. After 1 month, they loose all soldiers and in the next 44 months drop down to 800m people. 2 billion people die in the floods.
TagsNo tags attached.
Internal WeightNew

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ptarth

May 12, 2014 12:54 pm

reporter  

flood.save (110,741 bytes)

timfortress

May 12, 2014 1:00 pm

reporter   ~0037897

Game changing disaster thats what we need, I want a disaster flood rather than a small one that has nearly no effect at all

Warpstorm

May 12, 2014 2:18 pm

reporter   ~0037904

I like to think of this a flood of biblical proportions.

timfortress

May 12, 2014 2:19 pm

reporter   ~0037905

(click 'like')

Drak

May 12, 2014 7:49 pm

reporter   ~0037932

There is a technology (well, technically 2, but one's for the robots, and the other for everyone else) that makes widespread flooding a non-issue. Rocket Packs and Anti-grav harness (or something like those). So isn't there kind of already a means of countering the problem?

Oh, but if the damage all happens in one month then you'd need to already have the tech and wouldn't be able to research it in time to make a difference. Slowing down the damage rate to allow the player to react would be good.

ptarth

May 12, 2014 8:35 pm

reporter   ~0037936

I suppose the problem is when I think of widespread flooding, I think of events like hurricane Katrina. However, this event is more akin to, "Oops, we've completely melted one (or both) of the polar icecaps". That level of a event should desire a little warning doesn't it?

In general though, the impact of events is generally too large. In this case, it wipes out all of your ground combat strength for the duration of the event (0000131:0000044 months) and gradually kills 75% of your population. That is a huge swing relative to the power of the player.

Chris_McElligottPark

May 14, 2014 9:57 pm

administrator   ~0038084

You started me on an epic quest, thanks. ;)

* Widespread Flooding:
** The negative environmental effect per month is now heavier, but the population deaths are now 1% instead of 5%.

* The RCI shifts from the following types of events are now a bit heavier:
** Housing Boom
** Repair Parts Shortage
** General Rise In Suicide Rate
** Mass Riots
** Mass Brawls

* Slightly slowed down the population deaths from Increased Volcanic Activity.

* The following 17 events are no longer instantaneous, but now play out over time:
** Nuclear Plant Accident
** Farmers Mass Suicide
** Peltian Farmers Mass Suicide
** Wildfires
** Small Creature Begins To Over Reproduce
** Sea Level Dropping
** Plantlife Is Surging
** Disappearing Rainforest
** Global Warming
** Global Cooling
** Typhoon
** New Dangerous Hallucinogenic Drug Craze
** Mass Insanity Hits The Planet
** Resource Motherlode Found
** Drug Research Gone Bad Kills Millions
** Drug Research Breakthrough
** Coup
** Why does this matter? Well, three reasons, really.
*** First of all, the effects of these are gradual over months, rather than sharp with huge whiplash. This gives you time to plan around whatever is happening, rather than being instantly slapped in the face with it.
*** Secondly, this actually makes the events stay visible on the solar map longer, so that you actually notice that they are happening thanks to the little icons on the planets in question.
*** Thirdly, this actually affects the balance of the game, because once one event ends, then an event slot opens up and another one can come in sooner. Depending on your difficulty level there are more or fewer event slots and cooldowns associated with them, but in any case this keeps things from cycling too fast.
** Lastly, it goes to say that all of the above have been rebalanced since they are now monthly rather than instant. Feedback on how these feel is welcome.

* Significant Medical Breakthrough now temporarily halts all deaths on the planet as well as its other effects.

* Resource Motherlode Found now gives all sorts of random resources each month rather than one lump of one resource, and it also gives much more in terms of resources than before.

* Sea Level Dropping now has an added negative effect ONLY for Boarine worlds where it kills a part of their populace as well as harming the environment RCI.

* The Small Creature Begins To Over Reproduce event has been updated to have added effects: The economy and the environmental scores drop gradually -- except if this is an Acutian-owned planet, in which case they harvest the creatures for an economic gain. If this is a Peltian world, then this also causes deaths in their populace due to interference with their farms.

* Plantlife Is Surging now has some Peltian-specific effects.

* Disappearing Rainforest now has some non-robotic effects.

* Global Warming and Global Cooling have been revised a bit, but generally have the same effect.

* New Dangerous Hallucinogenic Drug Craze has been tweaked to effect both medical and public order, rather than just public order like before (though before it said medical). It's also now more interesting in its effects since the event is over time now.

* Mass Hysteria now also affects the shipbuilding ability of planets affected by it.

* Military Production Slow Down now quarters shipbuilding rather than halving it. It also can no longer hit Thoraxians.

* Splinter Factions Attacking now has an added 10% chance of a random building being destroyed each month during its time.

* Citizens Turn Against Soldiers now works completely differently, and is quite severe. It also now way less likely, as noted before. It's also no longer valid for Burlusts.

* Coups can no longer happen on Andor or Evuck planets, and are a lot more severe in their effects, as well as a lot less likely.

* Workers Turn Against The Queen now only happens in really dire medical situations, but then becomes a lot more likely. And the effects of it are far more harsh now, including actually killing the local hive queen.

* Soldier Infighting Brawl now only happens in really dire medical situations, but then becomes a lot more likely. And the effects of it are far more harsh now, including often killing off warlords.

* Planet Becomes Recognized As Tourism Hot Spot can no longer happen on Burlust or Thoraxian planets, and now has a cooler effect relating to attitude gains with other non-Burlust non-Thoraxian races that the tourism race is not at war with.

* Nuclear Plant Accident is now more severe, but also now more rare. Rare with these events generally means that the RCI has to be quite bad for it to happen at all, and then once it is the chance still is something that starts lowish and then grows from there.

* Biological Weapon Test Gone Wrong no longer affects the Skylaxians or the Peltians.

* The descriptions of most events have been rewritten to be clearer as to what is actually happening, in numeric terms.

* The criteria for triggering a lot of events have been reevaluated in light of all the changes that have happened since they were originally designed (which have been substantial). Suffice it to say, they'll be more interesting now in terms of when they strike, and more sensible. This includes:
** Military Production Slowdown
** Soldiers Strike
** Splinter Factions Attacking (this is now WAY less likely unless your public order on a planet is very bad; and thus the severity of this event is really quite appropriate).
** Citizens Turn Against Soldiers
** Coup
** Workers Turn Against The Queen
** Soldier Infighting Brawl
** Planet Becomes Recognized As Tourism Hot Spot
** Nuclear Plant Accident
** Biological Weapon Test Gone Wrong

* The passification gas technology is now only available after 45 solar years into the game, and takes longer to research. It also now only halves the chance of getting the events that are related to it, rather than eliminating them entirely.

* Meat Vats no longer prevent plague of locusts.

Issue History

Date Modified Username Field Change
May 12, 2014 12:54 pm ptarth New Issue
May 12, 2014 12:54 pm ptarth File Added: flood.save
May 12, 2014 1:00 pm timfortress Note Added: 0037897
May 12, 2014 2:18 pm Warpstorm Note Added: 0037904
May 12, 2014 2:19 pm timfortress Note Added: 0037905
May 12, 2014 7:49 pm Drak Note Added: 0037932
May 12, 2014 8:35 pm ptarth Note Added: 0037936
May 14, 2014 9:57 pm Chris_McElligottPark Internal Weight => New
May 14, 2014 9:57 pm Chris_McElligottPark Note Added: 0038084
May 14, 2014 9:57 pm Chris_McElligottPark Status new => resolved
May 14, 2014 9:57 pm Chris_McElligottPark Fixed in Version => 1.019 (Solar Wind)
May 14, 2014 9:57 pm Chris_McElligottPark Resolution open => fixed
May 14, 2014 9:57 pm Chris_McElligottPark Assigned To => Chris_McElligottPark