Heh, here's some information for you Event writers out there
from
Stardock Forums
Just figured out that you can not set a Good Option for a Colonial event to have a positive % effect.
In other words, even if you set the seed value to +10%, GalCiv gives you a negative percent in-game.
I don't know if this holds true for Random events too, as they are much harder to troubleshoot.
Also, the PopChange values appear to be bugged, putting it to zero works fine and as advertised, no effect. However, putting in anything other than zero definitely does not work as advertised.
There's no real pattern to it (other than you don't get the number you want). Seems there's enough randomization involved to cloud the issue. But here are my test results:
Less than 100 M, no effect
100 M = 2 M
150 M = 4 M
200 M = 4 M or 5 M
300 M = 7 M
5000 M = 125 M
6000 M = 136 M
7000 M = 155 M
I didn't test much further than that.
So it looks like if you want a significant PopChange, you have to go really big. 'Course, if StarDock fixes this bug, your event is going to be really out of whack.
Once again, this might only be for Colonial events, Random events happen at (duh) random times so consequently don't lend themselves to vigorous testing.
Of course, I might be hallucinating. Anyone disagree with my results?
In other words, even if you set the seed value to +10%, GalCiv gives you a negative percent in-game.
I don't know if this holds true for Random events too, as they are much harder to troubleshoot.
Also, the PopChange values appear to be bugged, putting it to zero works fine and as advertised, no effect. However, putting in anything other than zero definitely does not work as advertised.
There's no real pattern to it (other than you don't get the number you want). Seems there's enough randomization involved to cloud the issue. But here are my test results:
Less than 100 M, no effect
100 M = 2 M
150 M = 4 M
200 M = 4 M or 5 M
300 M = 7 M
5000 M = 125 M
6000 M = 136 M
7000 M = 155 M
I didn't test much further than that.
So it looks like if you want a significant PopChange, you have to go really big. 'Course, if StarDock fixes this bug, your event is going to be really out of whack.
Once again, this might only be for Colonial events, Random events happen at (duh) random times so consequently don't lend themselves to vigorous testing.
Of course, I might be hallucinating. Anyone disagree with my results?