Search found 1526 matches

by Krikkitone
Mon May 27, 2019 6:52 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 59
Views: 19682

Re: Species Values Discussion

I think the idea of the value combinations (ie ethos) applying to both species and empires is that an empire/player will attempt to "get the values" that make the species the empire conttrols happy. An empire controlling species with different values would have to tread some middle ground and use ge...
by Krikkitone
Thu May 23, 2019 11:10 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 9882

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

For rebels I assume they would act like normal invaders.

12 rebels added to different worlds

Defenders=25
add 12 rebels

Defenders =25-12=13

if Defenders=5
add 12 rebels

Rebels=12-5=7
(rebels are the new defenders, planet has left the empire)
by Krikkitone
Thu May 23, 2019 4:16 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 9882

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

I was asking for your opinion what a low stability leading to rebellion means in game terms. One result of low stability was low productivity as far as i got it in your proposal Ah, :D Yes, I think making the lower ranks of stability cause some RPI output penalty is good for gameplay, as maybe also...
by Krikkitone
Thu May 23, 2019 12:08 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 9882

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

The way I would have dictatorial suppression work is troops generate stability but if stability gets low enough to generate rebels, troops are killed, reducing stability so more rebels are generated next turn (killing more troops, etc.) Maybe only if implementing a "Troops generate stability" polic...
by Krikkitone
Tue May 21, 2019 8:15 pm
Forum: Other Game Design
Topic: Exoplanet simulation
Replies: 11
Views: 6541

Re: Exoplanet simulation

We sort of already have the "multiple environments/planet" Each planet has a certain max population for a particular species....if it is low that means you can't use some of the planet, but you can still use a different part of the planet (even though you can colonize it)
by Krikkitone
Tue May 21, 2019 3:52 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 9882

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

The idea is different degrees of resistance to insecurity inducing events. There should be a range with a threshold in the middlish. One side prevents problems, the other side creates problems (rebels) the farther it is away from the threshold. A higher "stability" rating (good side of threshold) is...
by Krikkitone
Tue May 21, 2019 12:47 pm
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 9882

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

An alternative is to have a double meter
(ie when Stability 0-100, colored green, is at 0, the meter displays Instability 0-100, colored red)
so effectively its 100 to -100. but always displayed as 0-100
by Krikkitone
Tue May 21, 2019 10:43 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 9882

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

For new Colonies starting at 0, i would either

1. Make stability meter go 100 to -100 (rebel units geerated at negative stability)
OR
2. Colonies start at 50 (or whatever neutral stability is)
by Krikkitone
Sun May 19, 2019 9:35 pm
Forum: Other Game Design
Topic: Influence, Control, Loyalty, Sectors (WIP)
Replies: 59
Views: 19841

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

I think the basic concept is good, but we need to simplify the description So Stability: primary planet based meter for results (ie rebel/not rebel, etc.) possible components of stability...all likely depend on planet status and imperial policies Military forces present (security/suppression)....can...
by Krikkitone
Wed May 15, 2019 1:47 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 59
Views: 19682

Re: Species Values Discussion

That model is almost what I think is the best. The only changes I would make 1. species can have more than 2 to make their "ethos" 2. Equality v. Elitism would not depend on Ruling v. Free v. Slave species but Capital v. Free v. Slave Worlds (all slave species worlds are slave worlds, but free/rulin...
by Krikkitone
Tue May 14, 2019 12:28 am
Forum: Other Game Design
Topic: Types of conquest. Stability&Allegiance. Colony status
Replies: 25
Views: 9882

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

I think it would work, but I think it could be simplified Free Colonies: Stability dependent on allegiance & empire doing what colony wants more vulnerable to outside influence Slave: Stabillity dependent on Military force (relatively less dependent on Allegiance/ doing what colony wants) less vulne...
by Krikkitone
Tue May 07, 2019 3:36 pm
Forum: Other Game Design
Topic: Species Values Discussion
Replies: 59
Views: 19682

Re: Species Values Discussion

Regarding KISS, 2 14 pairs of values might be a bit too many? Well the idea is that species will be taking multiple values, I am leaning towards a typical number being 3 to 4, maybe even more for some species. This easily allows us to go through a lot of species and have no repeat combinations. As ...
by Krikkitone
Mon May 06, 2019 12:12 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 102
Views: 27680

Re: Influence Discussion

The problem is the lack of useful information over your whole empire/sections of it without species-empire information. Maybe I'm missing your point. But what about filtering the Objects Window to show only your colonies and order them by increasing happiness/loyalty? You then could see what coloni...
by Krikkitone
Mon May 06, 2019 12:46 am
Forum: Other Game Design
Topic: Influence Discussion
Replies: 102
Views: 27680

Re: Influence Discussion

The problem is the lack of useful information over your whole empire/sections of it without species-empire information.
by Krikkitone
Sun May 05, 2019 8:35 pm
Forum: Other Game Design
Topic: Influence Discussion
Replies: 102
Views: 27680

Re: Influence Discussion

OK regarding allegiance in Species v. Colony, there seem to be a few different issues 1. What is measured 2. How it is tracked As for #1 I think the agreed idea is If you do something bad to a species on one colony, you should have increased likelihood of revolt from other colonies of the same speci...