Search found 1527 matches

by Krikkitone
Thu Sep 24, 2020 3:25 pm
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 5
Views: 109

Re: Rework pop. bonuses for Tall vs Wide and Terraforming

That makes sense. And if influence costs penalize wide too much, make them depend more on population and less on number of planets/systems.

(you could also allow additional expensive levels of “terraforming” late game)
by Krikkitone
Wed Sep 09, 2020 4:01 pm
Forum: Other Game Design
Topic: Balancing gifting with influence and stability
Replies: 18
Views: 509

Re: Balancing gifting with influence and stability

I see the balance working something like this -invasion->major stability/species opinion penalty (to invader) -gifting->tiny penalty to gifter and giftee -species being a minority* in your empire->species opinion penalty *can refer to total population or include things like “political strength” ie p...
by Krikkitone
Fri Sep 04, 2020 2:35 pm
Forum: Scripting & Balancing
Topic: Make viable the Tall strategy
Replies: 25
Views: 517

Re: Make viable the Tall strategy

The thing is that the "go Wide or go bust" doesn't come out of nothing. It's a direct consequence of one of FreeOrion core design choice, to have (most) effects generated at Empire scale (well, mostly at the scale of the Supply group, but usually it's the same). Its actually an even more core desig...
by Krikkitone
Thu Aug 27, 2020 12:10 pm
Forum: Other Game Design
Topic: Make troop/colony ships consume local troops/population
Replies: 24
Views: 497

Re: Make troop/colony ships consume local troops/population

The simplest way to take population/troops is just proportionally. eg...colony ship needs 3 population, the supply group has 25 population of that species. Each world loses 3/25 (12%) of its population. It’s not “optimized for best empire function” but that can just be how it works making it less mi...
by Krikkitone
Fri Aug 14, 2020 12:27 pm
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 45
Views: 940

Re: Influence mechanics brainstorming

I don’t think stability should give output bonuses. instead When stability is negative -output meters don’t grow -rebel troops are generated -“suppression” project becomes available which uses production to siphon troops from supply connected worlds to this one If all your troops are killed by rebel...
by Krikkitone
Sun Aug 09, 2020 8:56 pm
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 42
Views: 1073

Re: Empire Types - "Origins"

I think having an empire start with some "Origin" techs which give early access to policies/ships/buildings would be a good idea.

Have the "Origin" techs be later in the tech tree (and not "buyable/spyable" for anyone that doesn't have the prerequisites
by Krikkitone
Mon Aug 03, 2020 3:02 pm
Forum: Other Game Design
Topic: Empire Types - "Origins"
Replies: 42
Views: 1073

Re: Empire Types - "Origins"

It might be better to have certain techs/policies only researchable/usable if a species is in your empire, and starting species could come with certain techs/assets already enabled for the empire that has them as starting species
by Krikkitone
Mon Aug 03, 2020 2:29 pm
Forum: Other Game Design
Topic: Influence mechanics brainstorming
Replies: 45
Views: 940

Re: Influence mechanics brainstorming

Here's an idea, for a non hard limit Influence maintenance is not applied to colonies, but to non influence colonies in an increasing way The cost of a non influence focused colony=(total# of colonies) So if colonies produce 100 influence ... 1 colony you need 1% of your empire devoted to maintenanc...
by Krikkitone
Sat Aug 01, 2020 10:15 pm
Forum: Other Game Design
Topic: Unhappiness, Rebellion and Species
Replies: 6
Views: 487

Re: Unhappiness, Rebellion and Species

Another purpose of rebellion would be a "nonmilitary" way to attack another empire Using influence. (as well as a reason to pay attention to anything else that affects stability/happiness.)
by Krikkitone
Fri Jul 31, 2020 2:12 am
Forum: Other Game Design
Topic: Influence and Species
Replies: 22
Views: 399

Re: Influence and Species

Actually George should probably have terrible influence, he understands nothing of influencing other minds. (maintaining control over George should have some sort of discount if there is a George capital )
by Krikkitone
Sat May 23, 2020 4:07 pm
Forum: Scripting & Balancing
Topic: GG generators are no-brainers
Replies: 48
Views: 9004

Re: GG generators are no-brainers

ThinkSome wrote: Sat May 23, 2020 10:41 am micrograv and GGG should be blockadable by having warships in the system.
That seems like the solution
perhaps change micrograv to only require asteroids with no enemy outpost
(just empty asteroids in system are enough)
GGG requires actual ouposts

both are blocked by enemy ships
by Krikkitone
Thu May 21, 2020 1:32 pm
Forum: Scripting & Balancing
Topic: GG generators are no-brainers
Replies: 48
Views: 9004

Re: GG generators are no-brainers

Why have any building at all?

If the outpost is the major cost, then that should be the only thing built.

The only reason to have a building is if there is a decision involved (have it y/n, or where is building)

The ouposts and technologies do that by themselves....a building is a bad idea
by Krikkitone
Wed May 20, 2020 4:57 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 4332

Re: Colony and fleet influence upkeep mechanics [RFC]

Perhaps instead of happiness have "stability" Base value from species opinion + Policies* (different effects based on focus, distance to capital, environment) + maintenance shortfall * (applied equally everywhere) + Influence projects *(from self and others) + military in area (self and others) add ...
by Krikkitone
Wed May 20, 2020 1:44 pm
Forum: Other Game Design
Topic: Colony and fleet influence upkeep mechanics [RFC]
Replies: 34
Views: 4332

Re: Colony and fleet influence upkeep mechanics [RFC]

# of rebels shouldn't be proportional to shortfall. Instead For planets the penalty to happiness depends on amount of shortfall. When happiness is low enough there is a rebellion, but happiness->rebellion depends on many things (species-empire relations, policy cards, distance, environment, fleets n...
by Krikkitone
Wed May 20, 2020 1:16 pm
Forum: Other Game Design
Topic: Breeding Domesticated Mega Fauna
Replies: 17
Views: 1439

Re: Breeding Domesticated Mega Fauna

Perhaps instead of a policy slot, a set of mutually exclusive "one in the empire" buildings.