Search found 1542 matches

by Krikkitone
Sat Apr 03, 2021 3:02 am
Forum: Other Game Design
Topic: Rework pop. bonuses for Tall vs Wide and Terraforming
Replies: 43
Views: 2610

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

Arcologies/etc. requiring maintenance does seem like the ideal situation. While Influence works as maintenance, PP could also be a source by going through the stockpile mechanism.
by Krikkitone
Wed Feb 17, 2021 9:44 pm
Forum: Other Game Design
Topic: Allow build evacuate system on outpost
Replies: 13
Views: 694

Re: Allow build evacuate system on outpost

Making the abandon outpost building cheap, but take many turns (say 5). Possibly have it lose all progress if it doesn’t get any (to stop the “ deprioritize with one turn to go micro management”)
by Krikkitone
Sat Nov 14, 2020 1:16 pm
Forum: Scripting & Balancing
Topic: Balancing the Playable species
Replies: 35
Views: 9369

Re: Balancing the Playable species

Knowing what actually means each species trait in terms of the others would be very valuable. We can balance species by trial and error (pitching each species against any other and tweak their traits until sifficiently balanced), but that is slow and having theoretical estimations would help a lot....
by Krikkitone
Sat Nov 14, 2020 1:03 pm
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 2032

Re: Influence Upkeep alternatives

For when the influence cost applies For planets, I don’t think colony ships should have an influence cost. Instead, when considering founding/invading/abandoning a colony you get some info on how much it will raise/lower your influence costs. For fleets, Have it apply when they are built. Informatio...
by Krikkitone
Tue Nov 10, 2020 7:56 pm
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 2032

Re: Influence Upkeep alternatives

I think you should be able to "shoot yourself in the foot" by having an influence cost > your maximum influence production. However 1. if you do the situation should eventually resolve itself by having planets move toward rebellion* when you are in deficit (losing planets should decrease your influe...
by Krikkitone
Mon Nov 02, 2020 12:56 pm
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 2032

Re: Influence Upkeep alternatives

Thanks for all the insights, Krikkitone This: the optimum # of worlds is ((Influence output/world) - C1 -C3*avg dist )/ 2*C2 (maximum is 2x that) So total-output-optimum #worlds is always equal to half of maximum-sustainable #worlds? Well the “avg distance” part messes that up a bit, as does the “a...
by Krikkitone
Sun Nov 01, 2020 12:09 pm
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 2032

Re: Influence Upkeep alternatives

0.02 would not be low for C2, it would be high. I’d say for c2 starting/early tall~0.05 early wide/late tall 0.01 late wide 0.001 (also # of influence worlds needed would change with influence producing techs) If you want infinite expansion then any exponent >1 (including distance) must be 0. But si...
by Krikkitone
Sat Oct 31, 2020 11:54 pm
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 2032

Re: Influence Upkeep alternatives

cost per colony Constant1 + Constant2*# of other colonies + Constant3*distance from capital (base distance +2? if not connected) That seems a lot easier for understanding than fractional exponents...and easier for adjusting I don't think that could work. There is no exponential upkeep growth for nu...
by Krikkitone
Fri Oct 30, 2020 10:04 pm
Forum: Other Game Design
Topic: Influence Upkeep alternatives
Replies: 28
Views: 2032

Re: Influence Upkeep alternatives

What I could see for ease of understanding cost per colony Constant1 + Constant2*# of other colonies + Constant3*distance from capital (base distance +2? if not connected) That seems a lot easier for understanding than fractional exponents...and easier for adjusting “Tall” policies increase Constant...
by Krikkitone
Thu Oct 29, 2020 2:51 pm
Forum: Scripting & Balancing
Topic: Racial Purity policy
Replies: 11
Views: 404

Re: Racial Purity policy

How about Building: Labor camp effect: +production -happiness for this world Policy: Racial Supremacy effect: +production to labor camps +opinion for capital species No labor camps for capital species -opinion for non capital species Policy: Xenocide effect: all effects of Racial Supremacy AND -popu...
by Krikkitone
Mon Oct 26, 2020 1:05 am
Forum: Scripting & Balancing
Topic: Hangar-bay-less launch bay with fighters on it?
Replies: 4
Views: 250

Re: Hangar-bay-less launch bay with fighters on it?

Tentacle roots/anchors (if a tentacle is attacking another ship in space it needs to be fixed on pretty well)

or tentacle musculature /cavity

the launch bay could be tentacle orifice
by Krikkitone
Fri Oct 23, 2020 2:06 pm
Forum: Other Game Design
Topic: Organic hull evolution/mutation
Replies: 21
Views: 2099

Re: Organic hull evolution/mutation

I like the idea of
Fully grown Hull -> Bigger hull with extra slots filled with biological "parts" (whether or not you had those parts originally)
by Krikkitone
Sat Oct 17, 2020 3:04 pm
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 2102

Re: Research Upkeep

That’s why I think it would be easiest for the “cost-output adjustment mechanism” to make tech cost effectively exponential. So it doesn’t need massive readjustments to the costs of all the individual techs each time the growth shifts. Because we will always have exponential growth in a 4x game.. so...
by Krikkitone
Tue Oct 13, 2020 12:57 am
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 2102

Re: Research Upkeep

The problem with research is that the cost is fixed but the benefit depends on how big your empire is. benefits from research are per planet/ per population/ per ship, etc. So if a tech is worthwhile for some empires at time X it will be worthwhile for all empires at time X+N.....unless the actual c...
by Krikkitone
Fri Oct 09, 2020 1:35 am
Forum: Other Game Design
Topic: Research Upkeep
Replies: 25
Views: 2102

Re: Research Upkeep

I like the basic idea. How exactly we implement it would depend on what we want in terms of different tech paths. A few alternatives for the “maintenance factor” 1. Total number of techs (encourages highest value techs only...makes split paths a very bad idea) 2. Total cost of techs (split paths les...