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Old February 21, 2003, 08:10   #31
CharlesBHoff
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Regions are geographic area on each planets. You built your bioharvetion DEA in good geographic region that can support farming like plain, grassland. Mineing DEA are builting in mountrainous regions.
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By the year 2100 AD over half of the world population will be follower of Islam.
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Old February 21, 2003, 10:31   #32
Daveybaby
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Yeah, the whole DEA thing is a bit unnecessarily confusing. Why they couldn't just either (a) call them zones like everyone else, and/or (b) Just have one DEA per region, and either halve the number of DEAs or double the number of regions is beyond me.

Oh... and w.r.t. FLUs
They were originally called 'slaves', but IIRC it was IG that requested the name change. Apparently we are supposed to pretend that such things as slavery never happened (and arent happening now) so that we dont offend anybody. Cockheads.
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Old February 21, 2003, 11:09   #33
MitchDev
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The DEA's basically replace the "buildings" from MoO2 for the most part is what is sounds like when ground down to the basics...

Ps Daveybaby, I love UK slang, so refreshing compared to the American stuff all the time (I'm guessing the "cockheads" at the end of your post is UK slang and not literal since it didn't get asterisked out....
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Old February 23, 2003, 19:33   #34
JonahFalcon
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More DEA information:

Quote:
HOW DEAS WORK
DEAs, or Dominant Economic Activities, let you determine the economic zoning of the planet. Each region of the planet can support 2 DEAs and one spaceport DEA. Your planetary viceroy will automatically create new DEAs, as needed, based on the development policies that you have established. But you can also set up your own, if you want.

Terrain affects the efficiency of some DEAs. Mining is best in Mountainous regions, and Bioharvesting (Farming) works best in Plains. Note that this is reversed for the Silicoids, whose Bioharvesting works best in Mountains and Mining in Plains. And terrain has no effect for the Cybernetics.

Mineral Richness also affects Mining efficiency. Fertility affects Bioharvesting efficiency.

In addition, some races and species have modifiers which affect efficiency, and there are various buildings and Achievements which affect it.

All DEAs start with a Capacity of 1. This will increase as your planetary viceroy builds new capacity-enhancing buildings in that DEA. Think of capacity as representing the size of the facilities: warehouses, factories, and so on.

DEAs require population to run. The amount depends on the type of DEA and the number of capacity-enhancing buildings it contains. Efficiency-enhancing buildings do not require population -- they just make the existing facilities more productive.

If you don't have enough population on a planet to completely fill all DEA requirements, then all DEAs will produce proportionally less in direct relation to the percentage shortfall. If you have half the number of population points you need to run the planet, each DEA on that planet will be producing at half its normal output.

You can see if you have enough population on a planet by going to the Planet Screen and looking at the DEA Productivity from Population number. If it's less than 100%, you don't have enough population. If it's more than 100%, either you have extra population or you're getting benefits from efficiency-enhancing technologies.

If you have extra population, they're essentially placed into "supporting" roles within your industrial base, though there's a diminishing return as the excess increases. You can only have so many personal attendants, after all.

A NOTE ABOUT FLUS
Robots do not necessarily go onto the planet that built them. They belong to the empire as a whole, and are therefore more like ships than like DEAs.

When you build a robot, it goes to the empire to distribute. To find them on a planet, look in the Demographics tab. They show up as a count of robotic workers. Also, the robots wear out after a while. Therefore, that count can and will go down over time.
This is true of all types except Economic FLUs, which stay in the empire and generate money. The amount of money can be found in the Empire's Finance->Ledger panel.
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Old February 24, 2003, 08:24   #35
CharlesBHoff
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I guess the strategies guide for MOO3 is still usefull.
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Old February 24, 2003, 08:27   #36
GhengisFarb™
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It will probably make more sense once I have the game.
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