Geoff the Medio wrote:
Bigjoe5 wrote:
Fiddling around with the locations of such growth-focused planets to make sure every planet is within 3 starlane jumps of one without having more such planets than are required is also exceedingly micromanagey - I recall playing a ~80 star game a while back when Industrial Centers worked that way, and making sure every industry focused system was within x starlane jumps of one was a huge pain, and my main motivation to have Industrial Centers give an empire-wide bonus.
There's a bit of a difference for growth focus in that, potentially, there aren't any buildings that need to be produced to relocate the growth focus; just changing a planets focus would suffice.
Yeah, that's an important difference, but parallels still exist. I believe the experience would be similar, if not quite so bad. Figuring out which colonies are covered in a GP zone, and which colonies are covered by redundant GP production, would very likely be a pain, in all but tiny empires.
Geoff the Medio wrote:
Another advantage to a non-limited-resource system is that changes in need don't alter the supply available to other sinks. For example, if there were a single growth-focused planet producing a stable 10 GP that supplied several other planets that consumed 5, 4, and 1 GP per turn to be stable population, and then the 5 GP/turn planet was blockaded, the 4 and 1 GP planets might start increasing their populations until they consume 7 and 3 GP - all 10 GP used up. Then, if the 5 GP/turn planet is reconnected, there's a potential shortfall of 5 GP/turn, which might cause one or more of the planets to start losing population.
That scenario isn't very troubling. Don't forget the blockaded population would have shrunk during the the turns cut off from food. If it hadn't shrunk enough to make up for the new usage--which is likely-- it would take 3 turns for the other 2 planets to grow enough to use up that extra GP, while it would take 5 turns for the blockaded planet's population to drop 5 units. So if the blockade ended before 5 turns, there would be an excess 1 or 2 population units. Growth production would have to be increased somewhere, or those 1, or 2 population units would die.
Obviously if you are that player, you don't want your population to die, but blockades are supposed to be disruptive and destructive. I don't like how currently a casual blockade can easily wipe out a colony, but i don't think we should try to nerf them too much. Anyway there are still plenty of situations in any proposed system where some population will die because of in the amount of supply or the the supply lines.
At least with my (or the current) system, when you need (for whatever reason) to start producing more GP to maintain a colonies' population, you can do that on
any connected planet, rather than only on a planet within X jumps.
Geoff the Medio wrote:
Also, what should determine how many GP a given planet can use to increase its target population?
Gotta think about that one.