See if you can figure out what's wrong...

Stellar Emperor Alpha testing. Builds may have a short period of working operation. Gameplay operations may change drastically from day to day. Feel free to join in the testing.
Locked
Apocalypse
Cadet
Posts: 6
Joined: Fri Dec 10, 2010 10:52 pm

See if you can figure out what's wrong...

Post by Apocalypse »

Economic Report for Riverrun Elapsed Days: 11.94
--------------------------------------------------------------------------------
Habitability: 96.17% Loan: 0 Citizenry:
Metal Rating: 85.76% Team Access: 0 Housing Habitability: 0.91%
Trade Surplus: 0.00% Distress Ch.: 0 Standard of Living: 24177.59%

Total Increase Growth Colony Settings:
Population 109,269 -65 -1.82% Immigration: 999,999,999
Mercenaries 1,868 35 57.97% Max Troops: 999,999,999
Houses 1,000 0 0.00% Conscription: 1.00%
Metal Stock 0 0 0.00%

Industry Employed Capacity Change Growth
Hydroponics 1,094 1,100 0 0.00%
Agriculture 0
Services 0 1,186 0 0.00%
Mining 27,317 15,341 0 0.00%
Engineering 3,303 3,303 0 0.00%
Armament 0 250 0 0.00%
Shipyard 500 500 0 0.00%
Housing 55,618
Bureaucrats 10,927
Unemployed 266,917,432

Labor Actual Capacity Engineers
Industry Assigned Employment Percent Assigned
Hydroponics 1.00% 1.01%
Agriculture 0.00% 0.00%
Services 0.00% 0.00% 1.08% 0.00%
Mining 25.00% 25.00% 14.04% 90.00%
Engineering 14.00% 3.02% 3.02% 10.00%
Armaments 0.00% 0.00% 0.23% 0.00%
Shipyard 0.10% 0.46% 0.46% 0.00%
Housing 50.90% 50.90%
Bureaucrats 10.00% 10.00%
Unemployed 244275.87%

Commodities: On Hand Limit Ships: On Hand Labor
Food 0 999,999,999 Guns 8.70 50.00%
Metal Ore 115,098 999,999,999 Fighters 11.55 50.00%
Consumer Goods 0 0 Transports 0.00 0.00%
Probes 0 5 Destroyers 0.00 0.00%
Missiles 0 50 Cruisers 0.00 0.00%
Torpedoes 0 50 Battle Cruisers 0.00 0.00%
Battleships 0.00 0.00%

Economic Report for Casterly Rock Elapsed Days: 11.94
--------------------------------------------------------------------------------
Habitability: 97.77% Loan: 0 Citizenry:
Metal Rating: 97.33% Team Access: 0 Housing Habitability: 1.15%
Trade Surplus: 0.00% Distress Ch.: 0 Standard of Living: 34467.58%

Total Increase Growth Colony Settings:
Population 86,414 -51 -1.82% Immigration: 999,999,999
Mercenaries 1,549 27 55.16% Max Troops: 999,999,999
Houses 1,000 0 0.00% Conscription: 1.00%
Metal Stock 0 0 0.00%

Industry Employed Capacity Change Growth
Hydroponics 866 871 0 0.00%
Agriculture 0
Services 0 1,012 0 0.00%
Mining 20,739 10,250 0 0.00%
Engineering 2,204 2,204 0 0.00%
Armament 252 252 0 0.00%
Shipyard 500 500 0 0.00%
Housing 41,306
Bureaucrats 8,641
Unemployed 301,164,897

Labor Actual Capacity Engineers
Industry Assigned Employment Percent Assigned
Hydroponics 1.00% 1.01%
Agriculture 0.00% 0.00%
Services 0.00% 0.00% 1.17% 0.00%
Mining 24.00% 24.00% 11.86% 50.00%
Engineering 18.00% 2.55% 2.55% 50.00%
Armaments 0.10% 0.29% 0.29% 0.00%
Shipyard 0.10% 0.58% 0.58% 0.00%
Housing 47.80% 47.80%
Bureaucrats 10.00% 10.00%
Unemployed 348513.69%

Commodities: On Hand Limit Ships: On Hand Labor
Food 0 999,999,999 Guns 18.64 50.00%
Metal Ore 143,771 999,999,999 Fighters 26.46 50.00%
Consumer Goods 0 0 Transports 0.00 0.00%
Probes 5 5 Destroyers 0.00 0.00%
Missiles 34 50 Cruisers 0.00 0.00%
Torpedoes 0 50 Battle Cruisers 0.00 0.00%
Battleships 0.00 0.00%

Economic Report for The Wall Elapsed Days: 11.94
--------------------------------------------------------------------------------
Habitability: 95.87% Loan: 0 Citizenry:
Metal Rating: 99.80% Team Access: 0 Housing Habitability: 1.12%
Trade Surplus: 100.00% Distress Ch.: 0 Standard of Living: 24533.35%

Total Increase Growth Colony Settings:
Population 88,606 -53 -1.82% Immigration: 999,999,999
Mercenaries 1,192 28 74.53% Max Troops: 999,999,999
Houses 1,000 0 0.00% Conscription: 1.00%
Metal Stock 0 0 0.00%

Industry Employed Capacity Change Growth
Hydroponics 885 886 0 0.00%
Agriculture 0
Services 0 1,000 0 0.00%
Mining 26,582 11,493 0 0.00%
Engineering 2,379 2,379 0 0.00%
Armament 250 250 0 0.00%
Shipyard 508 508 0 0.00%
Housing 39,696
Bureaucrats 8,861
Unemployed 219,122,855

Labor Actual Capacity Engineers
Industry Assigned Employment Percent Assigned
Hydroponics 1.00% 1.00%
Agriculture 0.00% 0.00%
Services 0.00% 0.00% 1.13% 0.00%
Mining 30.00% 30.00% 12.97% 50.00%
Engineering 15.00% 2.69% 2.69% 49.00%
Armaments 0.10% 0.28% 0.28% 0.00%
Shipyard 0.10% 0.57% 0.57% 1.00%
Housing 44.80% 44.80%
Bureaucrats 10.00% 10.00%
Unemployed 247299.16%

Commodities: On Hand Limit Ships: On Hand Labor
Food 0 999,999,999 Guns 9.59 50.00%
Metal Ore 215,534 999,999,999 Fighters 12.88 50.00%
Consumer Goods 0 0 Transports 0.00 0.00%
Probes 5 5 Destroyers 0.00 0.00%
Missiles 10 50 Cruisers 0.00 0.00%
Torpedoes 0 50 Battle Cruisers 0.00 0.00%
Battleships 0.00 0.00%

Economic Report for The Eyrie Elapsed Days: 11.94
--------------------------------------------------------------------------------
Habitability: 94.17% Loan: 0 Citizenry:
Metal Rating: 87.90% Team Access: 0 Housing Habitability: 0.78%
Trade Surplus: 0.00% Distress Ch.: 0 Standard of Living: 24623.14%

Total Increase Growth Colony Settings:
Population 127,111 -76 -1.82% Immigration: 999,999,999
Mercenaries 1,744 41 72.99% Max Troops: 999,999,999
Houses 1,000 0 0.00% Conscription: 1.00%
Metal Stock 0 0 0.00%

Industry Employed Capacity Change Growth
Hydroponics 1,270 1,272 0 0.00%
Agriculture 0
Services 0 1,000 0 0.00%
Mining 31,778 18,252 0 0.00%
Engineering 3,800 3,800 0 0.00%
Armament 250 250 0 0.00%
Shipyard 507 507 0 0.00%
Housing 63,302
Bureaucrats 12,711
Unemployed 315,545,809

Labor Actual Capacity Engineers
Industry Assigned Employment Percent Assigned
Hydroponics 1.00% 1.00%
Agriculture 0.00% 0.00%
Services 0.00% 0.00% 0.79% 0.00%
Mining 25.00% 25.00% 14.36% 50.00%
Engineering 15.00% 2.99% 2.99% 49.90%
Armaments 0.10% 0.20% 0.20% 0.00%
Shipyard 0.10% 0.40% 0.40% 0.10%
Housing 49.80% 49.80%
Bureaucrats 10.00% 10.00%
Unemployed 248243.35%

Commodities: On Hand Limit Ships: On Hand Labor
Food 0 999,999,999 Guns 10.03 50.00%
Metal Ore 137,905 999,999,999 Fighters 13.55 50.00%
Consumer Goods 0 0 Transports 0.00 0.00%
Probes 5 5 Destroyers 0.00 0.00%
Missiles 29 50 Cruisers 0.00 0.00%
Torpedoes 0 50 Battle Cruisers 0.00 0.00%
Battleships 0.00 0.00%

Economic Report for Winterfell Elapsed Days: 11.94
--------------------------------------------------------------------------------
Habitability: 95.56% Loan: 3671 Citizenry:
Metal Rating: 79.13% Team Access: 0 Housing Habitability: 1.39%
Trade Surplus: 0.00% Distress Ch.: 0 Standard of Living: 40582.42%

Total Increase Growth Colony Settings:
Population 71,383 -43 -1.82% Immigration: 999,999,999
Mercenaries 1,582 22 44.12% Max Troops: 999,999,999
Houses 1,000 0 0.00% Conscription: 1.00%
Metal Stock 0 0 0.00%

Industry Employed Capacity Change Growth
Hydroponics 717 726 0 0.00%
Agriculture 0
Services 0 1,188 0 0.00%
Mining 21,415 10,186 0 0.00%
Engineering 2,330 2,330 0 0.00%
Armament 0 250 0 0.00%
Shipyard 0 500 0 0.00%
Housing 32,122
Bureaucrats 7,138
Unemployed 293,736,405

Labor Actual Capacity Engineers
Industry Assigned Employment Percent Assigned
Hydroponics 1.00% 1.02%
Agriculture 0.00% 0.00%
Services 0.00% 0.00% 1.66% 0.00%
Mining 30.00% 30.00% 14.27% 60.00%
Engineering 15.00% 3.26% 3.26% 40.00%
Armaments 0.00% 0.00% 0.35% 0.00%
Shipyard 0.00% 0.00% 0.70% 0.00%
Housing 45.00% 45.00%
Bureaucrats 10.00% 10.00%
Unemployed 411494.60%

Commodities: On Hand Limit Ships: On Hand Labor
Food 0 999,999,999 Guns 5.69 50.00%
Metal Ore 96,496 999,999,999 Fighters 7.03 50.00%
Consumer Goods 0 0 Transports 0.00 0.00%
Probes 0 5 Destroyers 0.00 0.00%
Missiles 0 50 Cruisers 0.00 0.00%
Torpedoes 0 50 Battle Cruisers 0.00 0.00%
Battleships 0.00 0.00%

Economic Report for The Dreadfort Elapsed Days: 11.94
--------------------------------------------------------------------------------
Habitability: 96.56% Loan: 0 Citizenry:
Metal Rating: 92.28% Team Access: 0 Housing Habitability: 1.78%
Trade Surplus: 0.00% Distress Ch.: 0 Standard of Living: 22394.34%

Total Increase Growth Colony Settings:
Population 55,554 -33 -1.82% Immigration: 999,999,999
Mercenaries 1,155 18 47.18% Max Troops: 999,999,999
Houses 1,000 0 0.00% Conscription: 1.00%
Metal Stock 0 0 0.00%

Industry Employed Capacity Change Growth
Hydroponics 558 563 0 0.00%
Agriculture 0
Services 0 1,000 0 0.00%
Mining 16,666 8,518 0 0.00%
Engineering 1,912 1,912 0 0.00%
Armament 0 250 0 0.00%
Shipyard 0 502 0 0.00%
Housing 27,777
Bureaucrats 5,555
Unemployed 125,985,655

Labor Actual Capacity Engineers
Industry Assigned Employment Percent Assigned
Hydroponics 1.00% 1.01%
Agriculture 0.00% 0.00%
Services 0.00% 0.00% 1.80% 0.00%
Mining 30.00% 30.00% 15.33% 60.00%
Engineering 10.00% 3.44% 3.44% 40.00%
Armaments 0.00% 0.00% 0.45% 0.00%
Shipyard 0.00% 0.00% 0.90% 0.00%
Housing 50.00% 50.00%
Bureaucrats 10.00% 10.00%
Unemployed 226780.69%

Commodities: On Hand Limit Ships: On Hand Labor
Food 0 999,999,999 Guns 10.14 50.00%
Metal Ore 97,978 999,999,999 Fighters 13.71 50.00%
Consumer Goods 0 0 Transports 0.00 0.00%
Probes 0 5 Destroyers 0.00 0.00%
Missiles 0 50 Cruisers 0.00 0.00%
Torpedoes 0 50 Battle Cruisers 0.00 0.00%
Battleships 0.00 0.00%
Apocalypse
Cadet
Posts: 6
Joined: Fri Dec 10, 2010 10:52 pm

Re: See if you can figure out what's wrong...

Post by Apocalypse »

One by one they all lost massive numbers of houses and then stabilized right at 1000. I recently heavily boosted my mining and eng numbers to see if that would do anything. That being said, 266,917,432 is a lot of unemployed mouths to feed :|
User avatar
Cossid
Site Admin
Posts: 262
Joined: Mon Mar 31, 2008 10:39 am
Location: Eau Claire, WI, USA
Contact:

Re: See if you can figure out what's wrong...

Post by Cossid »

There is certainly a bug with unemployment being impossibly high after the housing burn takes effect, but by then it was always too late anyway.

I'll research and fix the bug that causes unemployment to be unreasonably, which will in turn allow metal and houses to be productive again, but it won't help the fact that the majority of the problems have already happened.

You likely need to keep your engineering capacity a little higher in many cases.
--Cossid AKA Caleb
Apocalypse
Cadet
Posts: 6
Joined: Fri Dec 10, 2010 10:52 pm

Re: See if you can figure out what's wrong...

Post by Apocalypse »

Do they really burn 60,000 houses in one go? It was like everything got burned except 1000 on each of the planets.
User avatar
Cossid
Site Admin
Posts: 262
Joined: Mon Mar 31, 2008 10:39 am
Location: Eau Claire, WI, USA
Contact:

Re: See if you can figure out what's wrong...

Post by Cossid »

Yes, burning isn't properly implemented yet, so right now they are completely excessive, and the 1000 is just an arbitrary low number I put in to make sure that a planet can still recover to some degree (0 would cause major errors because it would lead to division by 0).

Eventually I'll make burning/riots more balanced (reflecting the percentage of citizens rioting).
--Cossid AKA Caleb
Locked