Search found 1559 matches

by Krikkitone
Sat Oct 28, 2023 12:01 pm
Forum: Play-Testing Feedback
Topic: Growth Focus
Replies: 7
Views: 1097

Re: Growth Focus

Perhaps rename to “Population focus” ie it contributes that to your empire.
by Krikkitone
Sun Oct 01, 2023 6:30 am
Forum: Other Game Design
Topic: Nest eradication
Replies: 50
Views: 9506

Re: Nest eradication

As for balancing Snowflakes a perhaps they could have a building that becomes available with eradication.
by Krikkitone
Tue Oct 25, 2022 3:25 am
Forum: Other Game Design
Topic: Scorched Earth Tactics
Replies: 42
Views: 7164

Re: Scorched Earth Tactics

A possible idea for still allowing Xenoresurrection of “nonextinct” species If you control a species hw, but have no population of that species in your empire (including on its hw) you have 2 special things you can do with that hw 1. Xenoresurrection 2. “Erase” a species hw, which removes the specie...
by Krikkitone
Sun May 01, 2022 2:23 am
Forum: Other Game Design
Topic: Policy Name Change
Replies: 9
Views: 1928

Re: Policy Name Change

odd names for an official government policy. The policies are how the government and society actually run, not how they "officially" run. i guess "policy" is the misnomer here? Maybe they could be renamed “institutions” something more society in general and less government.
by Krikkitone
Sun Mar 20, 2022 12:11 am
Forum: Other Game Design
Topic: Money money money
Replies: 9
Views: 3708

Re: Money money money

Money is really just a specific type of influence.

I see George’s Black Market as being like cheat day on a diet :)
by Krikkitone
Thu Jan 20, 2022 11:39 pm
Forum: Other Game Design
Topic: New trait : Noosensible
Replies: 18
Views: 3317

Re: New trait : Noosensible

Psiphobic sounds good
by Krikkitone
Thu Jan 06, 2022 1:11 pm
Forum: Other Game Design
Topic: Stuff for tall empires.
Replies: 24
Views: 3799

Re: Stuff for tall empires.

An issue is “wide strategy” involves a specific managed PP per planet (colony ship/military), with penalties (stability/influence) and competition that would give you a reason Not to do them. Having a “Colonize the planet I’m already on” type option for tall strategy should both a cost and ongoing p...
by Krikkitone
Mon Dec 13, 2021 8:35 pm
Forum: Other Game Design
Topic: Use species values instead of likes and dislikes for every policy
Replies: 6
Views: 2442

Re: Use species values instead of likes and dislikes for every policy

Some ideas:
Some work with empire actions, others would only be affected by policies

War/Peace
Diplomatic Engage/Isolation
Xenophobe/Xenophile
Elite/Equality
Unity/Diversity

Throw in a few that are focus dependent (Research Influence Industry)
by Krikkitone
Mon Dec 13, 2021 8:28 pm
Forum: Other Game Design
Topic: Rethinking government policies, again
Replies: 10
Views: 2954

Re: Rethinking government policies, again

Regarding “Ethnocracy”…I wouldn’t make it mutually exclusive with anything Relations between species should be their own 4 mutually exclusive policies 1. Default…Capital species is Dominant over the rest 2. Racial Purity/Xenocide…All but Capital species should be eliminated (or restricted to reserve...
by Krikkitone
Sun Jul 18, 2021 3:38 pm
Forum: Other Game Design
Topic: Policies that add likes/dislikes
Replies: 14
Views: 3536

Re: Policies that add likes/dislikes

Switching a policy could be made something you “build” like a ship. with options
-rapid change: takes less than 3 turns to “build”…increased influence cost…possibly stability cost
-incrementalism: takes 5-25 turns to “build”…less total influence cost, no stability cost
by Krikkitone
Tue Jul 13, 2021 5:55 am
Forum: Play-Testing Feedback
Topic: Testing Government and Influence
Replies: 366
Views: 30580

Re: Testing Government and Influence

This can be fixed by having good uses for excess IP.
(spies instead of ships to weaken enemy, friendly revolts instead of conquest, etc.)
by Krikkitone
Mon Jul 12, 2021 8:12 pm
Forum: Play-Testing Feedback
Topic: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.
Replies: 10
Views: 3318

Re: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.

Most of the “time consuming” nature has to do with poor GUI. Being able to select a planet and say I want X species and Y focus on this planet, and have the game automatically queue the appropriate Colony Ship / Outpost+Colony building Would help Also some means of “Switching” Species (resettling th...
by Krikkitone
Mon Jul 12, 2021 7:26 pm
Forum: Play-Testing Feedback
Topic: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.
Replies: 10
Views: 3318

Re: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.

A major objection (1+2) seems to be that species aren’t really unique, just bundles of optimizations Once species-empire opinions and species specific values are in place that may change -Your starting species will matter more as they will probably start out with a good opinion of your empire -Diffe...
by Krikkitone
Sun Jul 11, 2021 5:16 pm
Forum: Other Game Design
Topic: Money money money
Replies: 9
Views: 3708

Re: Money money money

I think “money” can be appropriately abstracted* with some type of Trade mechanism that acts as an additional source of Influence (Instead of only population/planet based influence production)

* ie still allowing some interesting control/decisions
by Krikkitone
Sun Jul 11, 2021 1:13 am
Forum: Other Game Design
Topic: Population growth, food, water.
Replies: 42
Views: 4940

Re: Population growth, food, water.

I think the basic idea is this: As population of a world approaches “ideal population”, population growth does not slow down… instead you get other penalties on the planet. ie -resources consumed for life support (less production) -instability due to reduced living conditions (less stability/influen...