Geoff the Medio wrote:
eleazar wrote:
Geoff the Medio wrote:
Perhaps robots would grow infrastructure instead of population?
Can you elaborate?
It was discussed here:
viewtopic.php?p=51850#p51850I'm wary of having different species use
different stats that are increased to accomplish the
same thing. What exactly would be accomplished besides longer tech/building rules & descriptions?
And if robots or whatever relied
only on infrastructure to boost all production what would be the point of the population meter?
Bigjoe5 wrote:
I'd eventually like there to be a dichotomy between Growth and Construction, possibly based on the distinction between resource bonuses based on population and bonuses based on infrastructure (perhaps with only the greater of a pair of bonuses being used for each resource-boosting tech). In general, I'd like both strategies to be possible with all species, though perhaps robots could be an exception to this. There could also be a group of species complementing this by not being able to have significant infrastructure growth, but being forced into the population side.
If its going to be a dichotomy, it needs to be more than two alternate tech paths that accomplish exactly/nearly the same thing. For instance, maybe mining and industry are primarily boosted via infrastructure, and science & trade/influence are primarily multiplied via population. "Growth" could be equally multiplied by both. There you have a strategic choice of which path to pursue.
Not that i'm particularly promoting the idea, but if we want to use construction instead of population to multiply some resources, this seems like a better way.
I'm not yet convinced that using population & construction as a production multiplier really does anything useful. Having all manner of different boosts some multiplied by this, others multiplied by that, some additive, etc. leads to a jumble of not easily comparable tech/buildings. I would not complain if all resource production boosts were in the form of "+ X resources per population unit"