text: If we instead use a system along the lines of...
  < 5 = no supply
  > 5, < 10 = supply at system
  > 10, < 15 = supply on system away
  > 15, < 20 = supply two systems away
  < 10 = no supply
  > 10, < 20 = supply at system
  > 20, < 30 = supply on system away
  > 30, < 40 = supply two systems away
  Then meter values will be more reasonable.
  The former leaves a bit more room within a 100 meter max range to have longer supply lines, which might be desirable. It also removes any weirdness about the number of lane jumps away not being equal to the multiple of 10 that might be notable with the latter (multiples of 5 aren't don't seem unusual when their 10's digit doesn't line up with the number of jumps).
  Setting a % of resources to send to supplies is a rather awkward mechanism. There's no clear connection between whether a single ship that needs supplies and the empire-wide % value.Bigjoe5 wrote:Maximum % of resources to put towards ship supplies.
  Which planets will contribute and which will not. (A simple toggle.)
  Which ships to give priority to in case of a supply shortage. (Again, a simple toggle. The AI will give supplies to the ships closest to enemy territory as a secondary priority after the player determined top priority ships have been supplied.)
  Having to prioritize ships to get supply or toggle which planets produce supply are definitely not small decisions... They would require constant attention and micromangement from the player.
  Apologies if you have, but I don't see any indication that you've reviewed the preceeding discussion or the contents of the design document. Are you replying to the initial thread post, or something discussed later, or just expressing musings on the subject? Your contributions would be more useful if you replied with more context.
explanation: The text extract discusses a system for managing supply lines in a game, likely a strategy or simulation game. It outlines different numerical ranges for determining supply availability and critiques the proposed mechanisms for managing resources and supply priorities. The extract does not contain a specific math question or a question and answer.
distilabel_metadata.content: Evaluate the user given text extract and determine if it contains a math question and optionally and answer to this question.
  
  Output rules:
  
  1. Briefly describe the document and mention if it contains a question or a question and answer.
  2. Finalize the output with: Label: no-question,question,question-and-answer,multiple-question,multiple-question-and-answer
distilabel_metadata.role: system
distilabel_metadata.content: If we instead use a system along the lines of...
  < 5 = no supply
  > 5, < 10 = supply at system
  > 10, < 15 = supply on system away
  > 15, < 20 = supply two systems away
  < 10 = no supply
  > 10, < 20 = supply at system
  > 20, < 30 = supply on system away
  > 30, < 40 = supply two systems away
  Then meter values will be more reasonable.
  The former leaves a bit more room within a 100 meter max range to have longer supply lines, which might be desirable. It also removes any weirdness about the number of lane jumps away not being equal to the multiple of 10 that might be notable with the latter (multiples of 5 aren't don't seem unusual when their 10's digit doesn't line up with the number of jumps).
  Setting a % of resources to send to supplies is a rather awkward mechanism. There's no clear connection between whether a single ship that needs supplies and the empire-wide % value.Bigjoe5 wrote:Maximum % of resources to put towards ship supplies.
  Which planets will contribute and which will not. (A simple toggle.)
  Which ships to give priority to in case of a supply shortage. (Again, a simple toggle. The AI will give supplies to the ships closest to enemy territory as a secondary priority after the player determined top priority ships have been supplied.)
  Having to prioritize ships to get supply or toggle which planets produce supply are definitely not small decisions... They would require constant attention and micromangement from the player.
  Apologies if you have, but I don't see any indication that you've reviewed the preceeding discussion or the contents of the design document. Are you replying to the initial thread post, or something discussed later, or just expressing musings on the subject? Your contributions would be more useful if you replied with more context.
distilabel_metadata.role: user
distilabel_metadata.raw_output_q_a_detector_0: The text extract discusses a system for managing supply lines in a game, likely a strategy or simulation game. It outlines different numerical ranges for determining supply availability and critiques the proposed mechanisms for managing resources and supply priorities. The extract does not contain a specific math question or a question and answer.
  
  Label: no-question