Bigjoe5 wrote:
Should we add techs/use existing techs to enable/enhance the use of each special? The growth tree is looking awfully useless at the moment...
Geoff has elsewhere made the point that there's no need for a "growth-rate" stat, because higher target populations lead to faster growth. While a system with fewer stats is preferable, i think it's likely that we may want techs to be able to improve the growth rate independently. (At the very least i'd like to be able to have a zero growth rate for robots and sterile minor species -- which wouldn't necessitate a meter)
So while i want to give things a try without a growth-rate stat, all the old heath techs could be later repurposed into growth-rate boosting techs for organic species.
Geoff the Medio wrote:
I was briefly working on an indicator that would show all the effects of an object on other objects' meters (of a particular type). There's on on population panels when not expanded for population. Is that (still) useful / needed with how things are now?
Currently i don't see a need.
em3 wrote:
I'm not saying FO should be made like Civ, just that something could be learnt from this approach.
I propose that growth resources should give some flat bonus on the local planet (which in FreeOrion somewhat parallels Civ tile) and another bonus : supply-restricted but otherwise empire-wide.
I love Civ IV, but what is this lesson you think we should learn? Why is that better?
Currently they provide no benefit if the focus isn't growth. They could plausibly provide the population bonus to that planet if the species was the right type, no matter the focus.
I'm also planning to make at least some of them provide a bonus to types of production with the appropriate focus.
em3 wrote:
"High-energy mineraloid".
Not bad.