After fiddling with Impaler's mod, I discovered some undocumented or unexpected SE effects, particularly regarding industry, growth, and economy:
Industry and Growth
In a standard game, your nutrient tanks and mineral boxes are 10 wide, before SE mods. Each + reduces the width by 1 and each - increases it by 1. What if you change the starting widths, by messing with alphax? Then each + and - represents a 10% shift, *not* a 1 column shift! The result is that the formula for the width of a nutrient tank or mineral box is
ceil(base * (1 - .1*rating))
Where ceil is the ceiling function,
base is the width of the box with 0 industry or growth,
and rating is of course the appropriate SE effect rating, bounded to be within [-2, 5] for growth, and [-3, 5] for industry.
Furthermore, on Transcend difficulty, the AI has boxes of base width
floor(.7*your base),
or 7 wide with an unaltered alphax. During the course of games, I have observed these base widths decline to 6 and even 5. The dates at which they change are not fixed and probably depend on how the AI is doing. This explains why Lal can have nutrient tanks 3 boxes wide (base width 6 and +6 growth or base width 5 and +4 growth).
Industry < -7 overflows and acts as if it were +5.
Economy
The effects of negative economy are not properly documented. It turns out that for an econ rating of less than -1, the effect is that each base tile loses (-rating - 1) energy. Base tiles can never give negative energy, but recycling tanks contribute to their production before energy is subtracted for low econ. Therefore, if base tiles produce 10 energy and recycling tanks add 10 energy, but you have -20 econ, those base tiles provide zero energy, or one energy with rec tanks. Headquarters and rivers seem to add after this step.
Research
After a little testing, I have observed that changes to the research rating via SE have NO direct effect on tech cost.
Oddly, when the AI was given the choice between -48 research and economy, or +32 research and economy, it usually picked -48 research and economy. When given the choice between -48 economy and industry, or +32 economy and industry, it always picked +32 economy and industry.
Talent
Yes, this is a SE category, but it doesn't appear anywhere except a few places in alphax. It was apparently abandoned in development, but it still functions. Government choices can contribute to Talent, but their contributions will not appear on the SE screen. Your talent rating has the following effect:
Talent = X, X > 0: X extra talents, added in the same way as Lal's talents
Talent = 0: nothing, of course
Talent = X, X < 0: X extra drones, added in the same way as Zak's. This also means that on transcend, Talent < -1 has no additional effect.
Industry and Growth
In a standard game, your nutrient tanks and mineral boxes are 10 wide, before SE mods. Each + reduces the width by 1 and each - increases it by 1. What if you change the starting widths, by messing with alphax? Then each + and - represents a 10% shift, *not* a 1 column shift! The result is that the formula for the width of a nutrient tank or mineral box is
ceil(base * (1 - .1*rating))
Where ceil is the ceiling function,
base is the width of the box with 0 industry or growth,
and rating is of course the appropriate SE effect rating, bounded to be within [-2, 5] for growth, and [-3, 5] for industry.
Furthermore, on Transcend difficulty, the AI has boxes of base width
floor(.7*your base),
or 7 wide with an unaltered alphax. During the course of games, I have observed these base widths decline to 6 and even 5. The dates at which they change are not fixed and probably depend on how the AI is doing. This explains why Lal can have nutrient tanks 3 boxes wide (base width 6 and +6 growth or base width 5 and +4 growth).
Industry < -7 overflows and acts as if it were +5.
Economy
The effects of negative economy are not properly documented. It turns out that for an econ rating of less than -1, the effect is that each base tile loses (-rating - 1) energy. Base tiles can never give negative energy, but recycling tanks contribute to their production before energy is subtracted for low econ. Therefore, if base tiles produce 10 energy and recycling tanks add 10 energy, but you have -20 econ, those base tiles provide zero energy, or one energy with rec tanks. Headquarters and rivers seem to add after this step.
Research
After a little testing, I have observed that changes to the research rating via SE have NO direct effect on tech cost.
Oddly, when the AI was given the choice between -48 research and economy, or +32 research and economy, it usually picked -48 research and economy. When given the choice between -48 economy and industry, or +32 economy and industry, it always picked +32 economy and industry.
Talent
Yes, this is a SE category, but it doesn't appear anywhere except a few places in alphax. It was apparently abandoned in development, but it still functions. Government choices can contribute to Talent, but their contributions will not appear on the SE screen. Your talent rating has the following effect:
Talent = X, X > 0: X extra talents, added in the same way as Lal's talents
Talent = 0: nothing, of course
Talent = X, X < 0: X extra drones, added in the same way as Zak's. This also means that on transcend, Talent < -1 has no additional effect.
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