Search found 434 matches

by labgnome
Thu Jun 13, 2019 12:52 am
Forum: Other Game Design
Topic: Shipyards and Hull-Lines Rework
Replies: 12
Views: 408

Re: Shipyards and Hull-Lines Rework

I'll let you (collective you) decide whether to go for influence upkeep or infrastructure, but the (general, not specific to shipyards) usefulness of using infrastructure as Labgnome defends it is that building everything on the same planet as the Imperial Palace ceases to be a no-brainer... It eve...
by labgnome
Thu Jun 13, 2019 12:43 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 41
Views: 787

Re: Themed Tech Tree Fundamentals

I really like these Theme Dichotomies, I've never seen them mentioned before? I assume you mean here, most of them are known as dichotomies. I just kind of thought them up in response to the problem of being "stuck" into a single government per theme. If I may have a say about that: Biotech is NOT ...
by labgnome
Wed Jun 12, 2019 11:32 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1111

Re: Influence, Control, Loyalty, Sectors (WIP)

First: knowing about "newly added planets to a sector" requires backend changes - one must track the sector a planet belongs to (and the state of the cooldown/the turn the change happened). This is possible, but more work. .. You could possibly do it as a temporary "transitional government" special...
by labgnome
Wed Jun 12, 2019 10:23 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 93
Views: 1647

Re: Influence Discussion

Given emerging consensus on things like species opinion and stability I will be re-working some of my ideas around influence projects. Namely I am thinking of calling them "Special Projects" SP, or just "Projects", so the projects aren't confused with Influence Points IP. Also I may be making a 4th ...
by labgnome
Wed Jun 12, 2019 10:14 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1111

Re: Influence, Control, Loyalty, Sectors (WIP)

First: knowing about "newly added planets to a sector" requires backend changes - one must track the sector a planet belongs to (and the state of the cooldown/the turn the change happened). This is possible, but more work. Though not a programmer, I assumed that some kind of back-end change would u...
by labgnome
Wed Jun 12, 2019 8:32 pm
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 274

Re: Opinion and Stability

There hasn't been much activity, if there isn't much more I think I will proceed under the assumption that opinion influences stability. I had hoped more people would be interested but if it's just us, then I think I know how I will go. Namely I wanted a direction to go in before jumping back into d...
by labgnome
Wed Jun 12, 2019 6:13 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1111

Re: Influence, Control, Loyalty, Sectors (WIP)

I also find jump-count-distance more intuitive than fixed-euclidean-distance. But if jump-count-distance introduces too much management I should ignore my gut feeling. Meddling with starlanes changes jump-count-distance. This could be legitimate (e.g. you change the galaxy so you have better contro...
by labgnome
Wed Jun 12, 2019 2:10 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1111

Re: Influence, Control, Loyalty, Sectors (WIP)

While i think there should be strategies for small (tall) empires, the idea for sectors here should be a universal method for doing regions and stability handling so it can be the default mechanism to do this. Something I agree with as well. I want to see sectors as a mechanic not a specific strate...
by labgnome
Tue Jun 11, 2019 8:45 pm
Forum: General Discussion
Topic: Stargates
Replies: 8
Views: 973

Re: Stargates

I think it would be cool to include (as an option during galaxy creation) ancient stargates, a couple few of them, scattered around the galaxy. Discoverable like ancient ruins and the like. Would you have them as their own building or done as something that could be uncovered from ancient ruins? If...
by labgnome
Tue Jun 11, 2019 2:46 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1111

Re: Influence, Control, Loyalty, Sectors (WIP)

[stability] would be constant across the sector, but vary between different sectors based on the distance from the capitol/core sector. This I think will only greatly encourage small, compact empires, and will discourage distributed empires. If that is true, that would be good. Currently, there is ...
by labgnome
Mon Jun 10, 2019 3:51 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 1111

Re: Influence, Control, Loyalty, Sectors (WIP)

Well, Ancient Egypt historians call them Nomes, and maybe ancient egyptians did too, I'm not sure (I'm under the opinion that it's a greek name?). I don't know if it's a better descriptor than Sector, I know that since you call yours Sector and I offer a slight variation it makes things clearer if ...
by labgnome
Sat Jun 08, 2019 2:06 am
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 274

Re: Opinion and Stability

Species Opinion doesn't seem to have any sensible game effects that couldn't be worked through stability. So would you do without opinion all-together? Also, stability could be keeping the population happy and selfactualized or effectively brutally repressed ...which seem like very different effect...
by labgnome
Sat Jun 08, 2019 1:23 am
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 274

Re: Opinion and Stability

Krikkitone wrote:
Sat Jun 08, 2019 1:10 am
Definitely A
Care to elaborate any on it?
by labgnome
Sat Jun 08, 2019 12:15 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 505

Re: Types of conquest. Stability&Allegiance. Colony status

If the mechanics we want to enable/implement are "colony unrest that lowers output" and "colony desertion/independisation", then if we can do it with the two meters we already show in the GUI (troops and happines-to-be-stability), getting the same result in terms of gameplay, then I don't see the p...
by labgnome
Fri Jun 07, 2019 10:29 pm
Forum: Other Game Design
Topic: Opinion and Stability
Replies: 7
Views: 274

Opinion and Stability

So there has been discussion on both "stability" mechanic for planets as a replacement for happiness, something I've warmed-up to quite a bit, and some kind of "opinion" or allegiance mechanic for species and empires particularly here . However one thing that there has not yet been a consensus on so...