Geoff the Medio wrote:
eleazar wrote:
...the sort of good&bad planetary specials you first added to the game are [not] interesting. For instance Eccentric Orbit & Tidal Lock. They ... don't matter much. Finding one isn't cause for excitement. They hardly touch the strategic balance of the game.
The existing specials are not particularly interesting or important, but that doesn't mean there can't be interesting and important specials that have strategically significant positive and negative effects.
If a particular very useful special has significant negative and positive effects when a planet is set to a particular focus, those effects could be distributed across an empire and be very strategically significant. It's probably best to avoid surprises like naturally-occurring hidden specials that have major negative effects if their planet is colonized, but with a focus-dependence, things can get interesting with the good and bad results.
Oh, that's not quite what i thought you meant. If the special resource is activate-able via a focus, then yeah, a logical negative result could make it more interesting. But it may seem forced to put every special resource into that pattern. Can you provide an example?
Geoff the Medio wrote:
eleazar wrote:
Geoff the Medio wrote:
Having strategic resources (that unlock things or improve things produce at their location) also only work on a single planet or system also makes them less prone to being balance-breaking and game-winning on their own, particularly if there are production spending limits at a single location.
True, but in a game with potentially thousands of planets, a locally limited bonus can only ever be of limited importance. [...] If there are a dozen different kinds of "game-winning" specials about, and everybody has several by mid-game, they won't really be "game-winning" will they?
There should be ways to create specials that have localized benefits that actually do matter strategically, but which aren't game-winning (or game-breaking, seemingly). If a particular very-useful ship part can only be built at a certain planet, or can be built there for significantly less cost / faster, or all ships built at a planet get some benefit that's impossible or difficult to get otherwise.
OK, i guess we're disagreeing on how to apply the term "local". I'd consider a special that allows you to make a unique ship (or ship part) to be of empire wide benefit -- that's what i'm going for. With the way our resource system works it doesn't seem to be greatly significant if the special part/ship can only be built at a particular planet, or at any planet connected to the special.
Geoff the Medio wrote:
The idea is not that finding such a planet wins the player the game, but rather that finding such a planet might be a goal for a player to enable a strategy, or might motivate a player to change to a strategy that it enables.
Yes, that's exactly what i'm trying to do.
Geoff the Medio wrote:
...such as questions like "where is the stockpile?" for which there is no good answer yet proposed.
I though "At the imperial capitol" answered the question simply and well.
Bigjoe5 wrote:
eleazar wrote:
Limited Resources
(In Civ terminology these specifically would be called "strategic resources")
Possession of a limited resource allows the owner to build a limited number of ships or buildings -- probably one for one. If you have more of these, you can build more stuff.
Black holes would make a great limited resource. A black hole might be required to build a single galaxy-spanning wormhole, or be required to build the ultimate system-destroying super weapon.
I do like this idea. I'm also interesting in removing the Terraforming and possibly Gaia Transformation buildings, and have these things done by domesticated space monsters, to get rid of the "build-on-every-planet"-ness of Terraforming.
"Do it with space monsters" is your answer for everything isn't it?

SMAC had alien artifacts that you would find scattered around and had to get back to one of your planets to use. If you found a Gaia-transformation ship or monster, it could add to the fun/tension if you had to protect in on the way back to the place of intended use. Since normally you find stuff in the "wilds".
Bigjoe5 wrote:
But the "you have a supply of this stuff and all your ships are faster" isn't that interesting to me. It does have the benefits you mentioned of creating strategic locations to fight over, but it sort of misses the decision on how to use the resource. "Limited" resources certainly have this property, but there's I don't see a reason not to have "unlimited" resources come with a decision of how to use them.
Yeah, i agree that is not the best way to implement a ship speed boost. I would rather only apply the speed boost to ships built when you have the special resource, or possibly a unique ship part. Techs could also be required.
Bigjoe5 wrote:
On the other hand, having them quantified as a resource isn't the only way that there can be interesting decisions regarding their use. For instance, if using the resource to its full potential requires some kind of investment, for instance, research into a particular branch of the tech tree, then how much to devote to using the resource, and which particular applications of the resource to research could be equally interesting.
Right now, for instance, Neutronium requires Neutronium Extraction tech and Neutronium Armor plating tech to be useful. Another way to do this would be to put all techs related to Neutronium in their own little tree, and have the root of this tree be unlocked when the player gets a colony/outpost at a location with a Neutron Star. Then the decision on how to use the resource is driven by how much research the player is willing to put into it, and which techs he chooses to research.
If Neutronium techs are useless without a Neutron star then is it somewhat of a formality weather your can research the techs without a Neutron star. But, yeah, i'm all for techs improving or enabling the use of special resources.