Search found 1550 matches

by Krikkitone
Sun Jul 18, 2021 3:38 pm
Forum: Other Game Design
Topic: Policies that add likes/dislikes
Replies: 14
Views: 1044

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: 281
Views: 12625

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: 1070

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: 1070

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: 3
Views: 667

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: 1542

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...
by Krikkitone
Fri Jun 11, 2021 11:45 am
Forum: Other Game Design
Topic: Stability and happiness in separate meters
Replies: 8
Views: 994

Re: Stability for 0.5

I think there a a few important points. Separating “love” and “fear” there are a few ways to do this, but the idea is that they have different effects and are triggered differently Both prevent rebellions / strikes-economic slowdowns / military desertions / foreign spies (ie stability) Love would en...
by Krikkitone
Mon Jun 07, 2021 5:51 pm
Forum: Other Game Design
Topic: Policy Cards Jumble
Replies: 82
Views: 24810

Re: Policy Cards Jumble

For swords to plowshares idea

1. double ship maintenance
2. ships with weapons cannot be built
3. shipyards give a production/population/influence/research bonus to nearby worlds
4. disbanding a ship gives a bonus as well
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: 4363

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: 1926

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: 10150

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: 32
Views: 3763

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: 32
Views: 3763

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: 32
Views: 3763

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: 32
Views: 3763

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...