Geoff the Medio wrote:
eleazar wrote:
* Space monster Nests. These systems spawn new mobile monsters at regular intervals. These two items would presumably be much, much easier than making a semi-compitent Imperial AI, and give the player something of an opponent.
I was thinking that the existing strains of space monsters could be different stages in a single monster-species' lifecycle, or perhaps different castes, with floaters being the nest stage that mature into a bunch of krill, squid visiting trees to turn them into floaters, krill maturing into squid and trees, and squid sometimes maturing into vaccum dragons. Or the dragons could be a separate species. that hunts the other strains.
That's a cool idea. It gives a bit of narrative to the existence of space monsters. It would tend to make unexplored corners of the galaxy more dangerous as time goes on, if little monsters can turn into bigger monsters. But i don't think i'd make all monsters the same species.
Geoff the Medio wrote:
eleazar wrote:
* Minor planets start with a random population -- i.e. every one is not at their current max.
Player planets used to start at less than max population, but it was kind of pointless as they just grew up to normal size in a relatively short time given all the bonuses to homeworlds. For random minor planets / species, you could just set their target populations to be significantly lower than a playable species.
That would just prevent them from having a large population, right?
Minor planets don't currently get homeworld bonuses
(and they probably shouldn't since it seems redundant to clutter up the map with homeworlds, for species that can only live on their homeworld), so starting out at random lower population would be significant difference between these planets.
Geoff the Medio wrote:
eleazar wrote:
* Destruction of capitol building when capital is captured.
Why? Imperial Palace already only works if it's acting on a planet owned by the empire that produced the palace... If a conquering empire wants to destroy a building on a captured planet, they can just scrap it...
Especially with the absence of any sitrep message, it just seems like nothing happened. Also you end up with multiple capitols in your empire, and it's not clear if the captured capital still functions, and if so in what way.
Uziush Vielky wrote:
I like the "useful indigenes" in the link above. Perhaps the could be special species that have more race picks than "normal" species.
The current plan is that the minor species you find scattered around will run the gamut from nearly useless to very awesome in specific ways. Since they will be planet-bound it is OK to make them extra powerful, though things are far too unbalanced to know what level will be "more race picks than "normal" species".
Uziush Vielky wrote:
eleazar wrote:
* Different strengths for various species -- i'm working on that one...
Is it some clue on the race picks? Hope you're planning on realising some concept for the system soon.
Currently the game supports species having different aptitudes at gathering the 5 resources, but they are currently all the same. I'm not a coder, but i can do simple thing with simple scripting languages. Having species X better at research, for instance. I don't know if it's a good time to make an actual pic system.