Search found 1504 matches

by Krikkitone
Tue Apr 30, 2019 4:53 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

2. Each Species has an Allegiance/Opinion of Each Empire in the game (as a way for a “memory” of what an empire did on a world before the last ownership change) World = species? I mean, is the allegiance bound to the species (in the galaxy) or to the planet (that can change species)? Allegiance bou...
by Krikkitone
Tue Apr 30, 2019 3:48 pm
Forum: Other Game Design
Topic: Species modified during gameplay?
Replies: 28
Views: 8487

Re: Species modified during gameplay?

Species 'alchemy' allows the possibility of getting new species benefits through tech, not just conquest/diplomacy

It also is interesting storywise.

They are a strategic resource so it should be limited/high tech/expensive, but it would be good to add.
by Krikkitone
Mon Apr 29, 2019 9:45 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

Here's the combined model Happiness/Allegiance Model 1. Each Colony with an Owner has a “Happiness” level that helps determine -whether or not it will try to revolt (and also possibly espionage vulnerability/ability to build ships/colonies/troops, etc.) 2. Each Species has an Allegiance/Opinion of E...
by Krikkitone
Mon Apr 29, 2019 8:52 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

It seems if we are looking at influence, we really need to look at the main systems it will affect. Happiness/Allegiance Diplomacy Espionage (important as a type of "influence combat"..although it doesn't Need to into the other two directly) [I don't think Policy cards are As required for a main sys...
by Krikkitone
Mon Apr 29, 2019 7:02 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

1. Maintenance (based on size, shape, species, and ships of the empire)-unpaid maintenance leads to planets that rebel and ships that desert Techs would reduce the maintenance I am going to disagree and alternately suggest that governments should be what sets your maintenance costs. That way say, f...
by Krikkitone
Mon Apr 29, 2019 12:13 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

An attempt to clarify Influence effects->anything Influence causes an effect on. So: influence output anything affected by Influence projects Spies (if they are buildable movable objects) Policy cards (which will presumably cost some influence to change/implement) Another clarification: for natives ...
by Krikkitone
Fri Apr 26, 2019 1:48 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

Some broad Influence mechanics ideas Primarily Generated : focused planets-population influence, some buildings Consumption : Maintenance ... to limit snowballing maintenance costs should be the square of the thing being maintained. Maintenance for planets=X*(# of planets^2)+Y*(#of planets)...pay th...
by Krikkitone
Thu Apr 25, 2019 10:54 pm
Forum: Other Game Design
Topic: Species modified during gameplay?
Replies: 28
Views: 8487

Re: Species modified during gameplay?

A few different thoughts on "species modification" techs 1. Taking an existing species and modifying it seems like the best way to balance (as opposed to just making a new species from scratch)... this way expanding your empire's Metabolism/Environmental Preference is difficult (ie requires getting ...
by Krikkitone
Wed Apr 24, 2019 8:36 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

I think Terror should include things like Supporting Rebels/Opposing research... basically anything that hurts the enemy and you try to deny (unlike reconnaissance/stealing techs which helps you without hurting them or a Diplomatic type Propaganda that encourages other empire's to become your friend...
by Krikkitone
Wed Apr 24, 2019 3:21 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

This would probably require a public opinion modifier. IE: a meter of how much they like or dislike you. Also it will be confusing to call the empire happiness manipulation project and the get a native planet peacefully project the same thing. Do you have an alternate name proposal for one of them?...
by Krikkitone
Wed Apr 24, 2019 2:22 am
Forum: Graphics
Topic: themed tech category icons
Replies: 15
Views: 6594

Re: themed tech category icons

I then would go for both, if possible. Definitely: Is Quantum-Temporal Mechanics before or after Transspatial Mechanics..... easy to know if they are M6: Quantum-Temporal Mechanics and M7: Transspatial Mechanics Also that way the names can be added last to best fit the fluff that feels best for the...
by Krikkitone
Wed Apr 24, 2019 2:17 am
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 59
Views: 16893

Re: Themed Tech Tree Fundamentals

Some thoughts on options 1. Functional "thin" trees Laser1-Laser2-Laser3 Industry 1-Industry2-Industry3 etc. 2. Functional "thick" trees (take a subsection of techs from each level) laser1/missile1->laser2/missile2 popgood1/poppoor1/terraform1->popgood2/pophostile2/popgrowth2 3. Themed "Thin" trees ...
by Krikkitone
Wed Apr 24, 2019 2:08 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 99
Views: 20051

Re: Influence Discussion

Some thoughts...Most internal influence projects (and many of the external ones) should probably be Empire wide. Otherwise we get into a "build it everywhere" issue. a way some of those might work if they are not empire wide 1. bonus to all in range (# jumps/supply) 2. bonus to one, but prohibited f...
by Krikkitone
Tue Apr 23, 2019 11:20 am
Forum: Other Game Design
Topic: Ideas for small/atomic theme categories
Replies: 41
Views: 11180

Re: Ideas for small/atomic theme categories

More functions

-Monsters (bonus in combat, taming, breeding,etc.)

-Species Engineering (changing bonuses/penalties)

-Stockpiles
by Krikkitone
Mon Apr 22, 2019 12:10 pm
Forum: Other Game Design
Topic: Themed Tech Tree Fundamentals
Replies: 59
Views: 16893

Re: Themed Tech Tree Fundamentals

My thoughts as to the fundamentals Goals: Each theme should 1. have a particular "fluff feel" (that also shows up in how it plays) 2. have strategic gameplay weaknesses and strengths 3. be able to be combined with other themes Those weaknesses and strengths should not be so severe that playing with ...