Geoff the Medio wrote:
eleazar wrote:
We used to have Balanced Focus, and i miss it, especially at the beginning of the game.
I'd rather not bring back balanced focus. Having to make an actual choice of what to focus on is important, I think, and having a "balanced" focus gives the player an easy non-choice default option.
A strategy of setting all your planets to "balanced" would go over about as well as doing nothing but building Mark I ships. If the player reads the tech summaries at all, he'll be eager to dedicate planet specifically to research, etc. to take advantage of the many bonuses that only apply to "focused" planets.
Geoff the Medio wrote:
With the recent changes to food/farming/population/health, the one use case for a balanced focus is gone; there's no longer a need for isolated planets to farm a bit to sustain themselves, and then produce a little bit of something else instead of lots of useless extra food.
That's not the only use case.
Say you have a planet isolated from the rest by distance or blockade. You want to build something there. Currently you can't. Either you are focused on Minerals (which don't get stockpiled), or you can focus on Industry (which does nothing without minerals). And your new food focus does nothing to the planet, so isolated planets are wastes unless set to "Research".
In a similar, but less dramatic way, it would be useful to have a balanced focus in the early game before you have enough planets for each foci.Then you could increase your supply of
all the resources, beyond the freebees that the homeworld supplies.
Without balanced, the current system is sometimes very awkard.
Geoff the Medio wrote:
eleazar wrote:
From what i remember, it was removed because it really wasn't compatible (not without inordinate complexity) with the then new effects driven way of creating foci.
One thing I dislike is that "balanced focus" is a bit self-contradictory, and leads to desire to use "focused focus" in contrast as I discovered in the following paragraphs...
A more substantial problem with balanced focus and secondary focus settings was the lack of content to work with them. It's easy to come up with a tech that should boost primary focus on minerals output, but almost nobody ever made a tech or building that boosted things at other focus settings.
Why should there be content that only provides boosts for the balanced focus? In it's position as a simple fallback option IMHO there
should not be much content that boosts only balanced planets.
Geoff the Medio wrote:
Using a fixed fraction of the bonus would help solve this, but adding a * 25% multiplier on the end to species won't adequately implement this, as it will also reduce the bonus from focus-independent effects.
That's what i don't understand. I though species.txt effects were supposed to happen first.
Geoff the Medio wrote:
The name "balanced" is also quite misleading, as it's not guaranteed, or even likely, to produce an equal amount of each resource...
Point made. A better name can be found. But for sanities sake, i'll keep calling it "balanced" until that name is found. In the mean time, let it be clear, i don't consider equality of outcome important or even desirable.
Geoff the Medio wrote:
Also, while macros make scripting easier, please don't go crazy with tons of effectsgroups to cover lots of narrow cases and situations. Those conditions do still need to all be evaluated every turn, which will affect performance, and can make things harder to debug.
I share your concern for keeping things simple-- not only because i'll end up working with most of the effects groups again, but because generally (not always) a very complicated effects group results from overly complicated game mechanics.
Overall i think i've left things a little simpler than i found them, if you include all the effectsgroups (many undocumented in the pedia) i cut/streamlined in recalibrating population. The stuff i'm adding for Heavy Mining probably would probably be balanced by the stuff obsolete by the removal of "health" (though i know it's all currently turned to population boosts).
I'm most concerned with the effects groups that deal with popuation, those are far and away the longest mass of rules.