First, what are thoughts on:
-Making smaller planets better / larger planets worse for extending supply
-Making different species better or worse at extending supply
Something like these macros being inserted into species scripts:
Code: Select all
NO_SUPPLY
'''
'''
BAD_SUPPLY
''' EffectsGroup
scope = And [
Source
Planet size = Tiny
]
activation = Planet
accountinglabel = "STANDARD_COLONY_SUPPLY_LABEL"
effects = SetSupply Value + 1
'''
AVERAGE_SUPPLY
''' EffectsGroup
scope = And [
Source
Planet size = [Tiny Small]
]
activation = Planet
accountinglabel = "STANDARD_COLONY_SUPPLY_LABEL"
effects = SetSupply Value + 1
'''
GREAT_SUPPLY
''' EffectsGroup
scope = And [
Source
Planet size = Tiny
]
activation = Planet
accountinglabel = "STANDARD_COLONY_SUPPLY_LABEL"
effects = SetSupply Value + 1.5
EffectsGroup
scope = And [
Source
Planet size = [Small Medium]
]
activation = Planet
accountinglabel = "STANDARD_COLONY_SUPPLY_LABEL"
effects = SetSupply Value + 1
'''
ULTIMATE_SUPPLY
''' EffectsGroup
scope = And [
Source
Planet size = [Tiny Small]
]
activation = Planet
accountinglabel = "STANDARD_COLONY_SUPPLY_LABEL"
effects = SetSupply Value + 1.5
EffectsGroup
scope = And [
Source
Planet size = [Medium Large Huge]
]
activation = Planet
accountinglabel = "STANDARD_COLONY_SUPPLY_LABEL"
effects = SetSupply Value + 1
'''
In addition, I'm pondering making it a bit harder to get supply connections going at the start of the game. This is a bit analagous to a Civ game, where cultural borders don't always expand immediately, and sometimes require some investment or time to grow. It also gives players another early-game goal.
More specifically:
-Orbital Construction supply bonus does not apply to outposts
-Interstellar Logistics gains a fixed +1 bonus to supply range of outposts (but not populated colonies, and still retains its colony-only supply focus bonus of +3 or +4)
Additionally, there might be some specials that influence supply propagation. The Interstellar Logistics boost might increase to +5 if the player has a suitable special and puts a suitable building on that planet to enable exporting it (which is a mechanics I'm pondering using for a few other things as well, forcing the player to pick between different possible uses for a special resource).