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AI moving my population from planet to planet

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13 years ago
May 9, 2012, 3:38:37 PM
It'd be nice if the game simulated a natural migration mechanism between planets, where population from overcrowed planets (or those lacking food) gradually migrates to planets with more space or food available. Migration within a system would occur more rapidly than that between systems.



We could also have controls to adjust migration between planets. e.g. for each planet set an option:

* encourage emigration

* encourage immigration

* block emigration

* block immigration

* normal migration levels (default)

* quarantine (block both emigration and immigration)



Blocking emigration would cause unhappiness on that planet.

Quarantine would be useful during plague/virus events, if such a thing is implemented

These controls could also be applied at a system level.

Possibly racial modifiers could also come into effect.
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13 years ago
May 10, 2012, 1:45:27 PM
Solitas wrote:


To get back OT:



Just to clarify, do you mean that the AI moved your population away from your food planet while you had the AI set on industry or science, or that you set it on ind/sci to check what it built?

If it's the first case, then the AI probably moved your population to produce more ind/sci?




I was a few turns from claiming the resource needed to make destroyers, and had no improvements worth building in the system(was playing as cravers) so I had the system converting 50% of industry to science.



When I automanaged the system for food the AI kept trying to build interplanetary transport net even though there were no asteroid belts in system and only one lava planet which was not colonized. And with only two growing colonies 10% industry on system wasn't what I wanted either. It didn't just queue it up after the conversion proess, it cancelled my order in favor of its own.
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13 years ago
May 10, 2012, 1:19:41 PM
cocane wrote:
umm you can pay dust in diplomacy without even having dust?

i guess you used the PER TURN setting?




That subtraction wasn't from anything I was doing, at least not on purpose anyway. I didn't have any deals where I pay out money. I did have a couple deals where THEY pay ME money. But those only came to about 200 Dust/turn.



The devs are looking into it. Not sure if there's supposed to be a subtraction at all, or if the reasons for it are just not being expressed to us in the interface yet.
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13 years ago
May 10, 2012, 1:09:09 PM
AngleWyrm wrote:




umm you can pay dust in diplomacy without even having dust?

i guess you used the PER TURN setting?



thats...kinda...cheap or not
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13 years ago
May 10, 2012, 12:13:07 PM
Just look at the "improvements" on any conquered planet. The AI builds stuff that only works for asteroids or moons in systems with no asteroids or moons. Useless junk, just sitting there chewing up dust.



But from my last end-game score, it doesn't seem to matter all that much. The cost of operating equipment on a planet is maybe half of income. Here's my empire I&E report for turn 180:



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13 years ago
May 10, 2012, 10:42:27 AM
Equidistant wrote:
It's an alpha with limited documentation, so it's hardly surprising you'd miss some things. (For example, I had no idea disbanding a fleet moved it to the hangar - I was dragging and dropping ships to the hangar manually!)


The tutorial tells you how to do both of these things, as well as what happens when you do them. In addition, when you click the Disband button on a fleet, you get a prompt that tells you the ships will move to the hangar.

(Sorry for being snarky, but the tutorial is there for a reason, even if some people don't like the way it is.)



To get back OT:

LSF wrote:
Yes I mentioned that. With that on the AI will leave population on food producing planets, but it then builds improvements and other things I do not want. I had the system on ind > sci and it started building other improvements instead.


Just to clarify, do you mean that the AI moved your population away from your food planet while you had the AI set on industry or science, or that you set it on ind/sci to check what it built?

If it's the first case, then the AI probably moved your population to produce more ind/sci?
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13 years ago
May 10, 2012, 4:15:53 AM
Yep, it pays to ride close heard on your key colonies, especially in the early growth stages.
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13 years ago
May 10, 2012, 3:43:38 AM
kokonite wrote:
Just the other day I found that I didn't need to build seed ships, there is an option for In System Colonization... and I just found this after manually building dozens of ships to fill all the worlds of several systems.




woohoo nice!
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13 years ago
May 9, 2012, 11:07:41 PM
White_Mage wrote:
AI kept moving pop to a giant tundra planet with acid rain and away from two food and production planets.


That seems like a bug. Do you have a save game you can post (zip and attach)? Has it happened more than once?
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13 years ago
May 9, 2012, 10:33:09 PM
Just the other day I found that I didn't need to build seed ships, there is an option for In System Colonization... and I just found this after manually building dozens of ships to fill all the worlds of several systems.
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13 years ago
May 9, 2012, 3:59:52 PM
Settius wrote:
Oh my lord.. how did I miss this!


It's an alpha with limited documentation, so it's hardly surprising you'd miss some things. (For example, I had no idea disbanding a fleet moved it to the hangar - I was dragging and dropping ships to the hangar manually!)



That said, if dragging and dropping isn't intuitive to everyone, perhaps there should be a second way of doing it? Clicking a population point to "pick it up" and clicking again to "drop it" on the new planet, perhaps? That'd go well with the current drag-and-drop mechanic.
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13 years ago
May 8, 2012, 8:57:23 PM
I'm not sure if this a bug or part of the work in progress but it is frustrating to me.



Early in colonizing a system I want to maximize food production. I have 2 planets colonized, one with high food production, one without. I move all of my pop that I can to the food producer, to increase population faster. I end my turn. Next turn, the AI has moved all my population to the non food producing colony because that planet gets slightly more research and dust per population.



The only way I can see to stop this is to turn on food management AI. The problem with this is the AI then puts crop growth exploitation on all planets and builds improvements I do not want.



Could you please add the ability to disable the AI moving population, or the ability to manually 'lock' the population placement?



Thank you.
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13 years ago
May 9, 2012, 6:56:33 AM
I knew about the drag n' drop feature but didn't really get a chance to use it until tonight



AI kept moving pop to a giant tundra planet with acid rain and away from two food and production planets.
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13 years ago
May 9, 2012, 1:23:14 AM
Edraii wrote:
Drag and drop, amazing how many missed that




Oh my lord.. how did I miss this!
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13 years ago
May 9, 2012, 12:47:10 AM
DracuSRL wrote:
you have an option to focus on food in the general empire view




Yes I mentioned that. With that on the AI will leave population on food producing planets, but it then builds improvements and other things I do not want. I had the system on ind > sci and it started building other improvements instead.





And yes I did have a governor of the system.



I moved the population back to the first planet twice, both times it got moved back to the non food planet the next turn.
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13 years ago
May 8, 2012, 9:25:38 PM
Did you have a governor in place prior to turning on the food management? I have only seen the AI move new population myself.
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13 years ago
May 8, 2012, 9:17:41 PM
Once I manually move population it only assigns new population. I think it does this on total FIDS production.
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