Ki Spice Addicts (brainstorming)
Moderators: Oberlus, Committer
Ki Spice Addicts (brainstorming)
Ki Spice Addiction (Species trait)
Without a Ki Spice producing world:
* Bad Pilots
* Good Research
With a Ki Spice producing world:
* Good Pilots
* Bad Research
Thoughts?
Without a Ki Spice producing world:
* Bad Pilots
* Good Research
With a Ki Spice producing world:
* Good Pilots
* Bad Research
Thoughts?
Code released under GPL 2.0. Content released under GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0.
Re: Ki Spice Addicts (brainstorming)
That sounds like both an interesting bit of character and an interesting strategic choice. A Ki Spice world could be good or bad in many ways with this. I like it.
Were you thinking that the modifier applies only when the spice world in on growth or always? If it works only when on growth, it will be much more useful, but I kinda like the idea of having to depopulate a planet just to make it harder for addicts to get their fix.
Were you thinking that the modifier applies only when the spice world in on growth or always? If it works only when on growth, it will be much more useful, but I kinda like the idea of having to depopulate a planet just to make it harder for addicts to get their fix.
Any code by me in this post is released under GPL 2.0 or later.
Re: Ki Spice Addicts (brainstorming)
Yes. The intention was to have "Ki Spike producing" = an owned planet with Ki Spice set to Growth.
Code released under GPL 2.0. Content released under GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0.
Re: Ki Spice Addicts (brainstorming)
The basic idea is quite interesting, the problem is that currently bad research and good pilots don't balance well. Bad research is only a minor disadvantage once you've got some research boosts (which is normally the case by the time you get some Ki Spice), while good pilots are a huge advantage.
Re: Ki Spice Addicts (brainstorming)
Numbers can be tweaked. Having a big research malus can be big trouble in the early to mid game.Vezzra wrote:The basic idea is quite interesting, the problem is that currently bad research and good pilots don't balance well. Bad research is only a minor disadvantage once you've got some research boosts (which is normally the case by the time you get some Ki Spice), while good pilots are a huge advantage.
That's not a good idea. Players would be able to switch to Growth focus just before a battle and switch back afterwards, because the damage of ships is not a growing meter. Micromanagement ensues.yandonman wrote:Yes. The intention was to have "Ki Spike producing" = an owned planet with Ki Spice set to Growth.
I think it's better to have the bonus/malus active as long as the planet is inhabited, but it only applies to your organic species (or only the organic species that is settled on the planet). That way it becomes a powerful special that should be occupied with an outpost asap, but needs some setup in your species management to be turned into profit.
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
Re: Ki Spice Addicts (brainstorming)
I see your point. Reverting to "Ki Spice planet owned".Sloth wrote:Micromanagement ensues.
What if it was just Bad Pilots (no Ki spice) vs Good Pilots (with Ki spice)? - This would make Ki Spice a must have for the afflicted species, and would make Ki Spice a more interesting resource to fight over.Sloth wrote:Having a big research malus can be big trouble in the early to mid gameVezzra wrote:bad research and good pilots don't balance well
Or it could just go "Ki Spice Metabolizing" - Good Pilots w/ Ki Spice and no malus w/o.
I'm open to suggestions. Also, which species should get this? I'm tempted to slap this on Eaxaw.
Code released under GPL 2.0. Content released under GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0.
Re: Ki Spice Addicts (brainstorming)
Or maybe... no malus before aquiring the spice, bonus after aquiring the resource... and a huge malus if access to the resource is ever lost?
https://github.com/mmoderau
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556
[...] for Man has earned his right to hold this planet against all comers, by virtue of occasionally producing someone totally batshit insane. - Randall Munroe, title text to xkcd #556
Re: Ki Spice Addicts (brainstorming)
Well, that's kind of the point - the malus isn't big, except very early in the game when you have none of the research boosting techs. And at that time it's very unlikely that you get hold of a planet with the Ki Spice special. By the time you normaly get one of those, you've usually researched enough of the research boosting techs that the malus of bad research isn't a big issue anymore.Sloth wrote:Numbers can be tweaked. Having a big research malus can be big trouble in the early to mid game.
Now, if the species pick industry/research bonuses/maluses would not only affect the basic amount you get from the focus setting, but also all the other bonuses you get from various techs, buildings, speciels etc., that would be somthing completely different...
Re: Ki Spice Addicts (brainstorming)
I find this topic by searching for something else, has this (very interesting idea) be abandoned ?
I believe that "bad research" is much more a problem now that it was then...
I believe that "bad research" is much more a problem now that it was then...
Re: Ki Spice Addicts (brainstorming)
I like the idea above to have no malus initially but to give a big one if Ki Spice is acquired and then lost.
But I don't think it's possible to declare a variable in FOCS ?
So without a boolean to tell if Ki Spice has ever been introduced to the Species I guess this idea cannot be implemented...
But I don't think it's possible to declare a variable in FOCS ?
So without a boolean to tell if Ki Spice has ever been introduced to the Species I guess this idea cannot be implemented...