Search found 1559 matches
- Sat Oct 28, 2023 12:01 pm
- Forum: Play-Testing Feedback
- Topic: Growth Focus
- Replies: 7
- Views: 1112
Re: Growth Focus
Perhaps rename to “Population focus” ie it contributes that to your empire.
- Sun Oct 01, 2023 6:30 am
- Forum: Other Game Design
- Topic: Nest eradication
- Replies: 50
- Views: 9544
Re: Nest eradication
As for balancing Snowflakes a perhaps they could have a building that becomes available with eradication.
- Tue Oct 25, 2022 3:25 am
- Forum: Other Game Design
- Topic: Scorched Earth Tactics
- Replies: 42
- Views: 7214
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...
- Sun May 01, 2022 2:23 am
- Forum: Other Game Design
- Topic: Policy Name Change
- Replies: 10
- Views: 1961
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.
- Sun Mar 20, 2022 12:11 am
- Forum: Other Game Design
- Topic: Money money money
- Replies: 9
- Views: 3718
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
I see George’s Black Market as being like cheat day on a diet
- Thu Jan 20, 2022 11:39 pm
- Forum: Other Game Design
- Topic: New trait : Noosensible
- Replies: 18
- Views: 3347
Re: New trait : Noosensible
Psiphobic sounds good
- Thu Jan 06, 2022 1:11 pm
- Forum: Other Game Design
- Topic: Stuff for tall empires.
- Replies: 24
- Views: 3820
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...
- 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: 2449
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)
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)
- Mon Dec 13, 2021 8:28 pm
- Forum: Other Game Design
- Topic: Rethinking government policies, again
- Replies: 10
- Views: 2960
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...
- Sun Jul 18, 2021 3:38 pm
- Forum: Other Game Design
- Topic: Policies that add likes/dislikes
- Replies: 14
- Views: 3561
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
-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
- Tue Jul 13, 2021 5:55 am
- Forum: Play-Testing Feedback
- Topic: Testing Government and Influence
- Replies: 366
- Views: 31002
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.)
(spies instead of ships to weaken enemy, friendly revolts instead of conquest, etc.)
- 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: 3328
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...
- 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: 3328
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...
- Sun Jul 11, 2021 5:16 pm
- Forum: Other Game Design
- Topic: Money money money
- Replies: 9
- Views: 3718
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
* ie still allowing some interesting control/decisions
- Sun Jul 11, 2021 1:13 am
- Forum: Other Game Design
- Topic: Population growth, food, water.
- Replies: 42
- Views: 4963
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...