Ophiuchus wrote: ↑Fri Mar 12, 2021 12:25 pm
LienRag wrote: ↑Fri Mar 12, 2021 11:26 amImperial Palace (and the Cultural Library too I guess) is concerned.
Imperial palace is pretty worthless. Cultural library is the prize.
Isn't it the Palace that gives 0,5 Production Point per population ?
I thought the Cultural Library only added 5 Research Points (which is huge indeed, but the PP bonus is very interesting too).
Ophiuchus wrote: ↑Fri Mar 12, 2021 12:38 pm
LienRag wrote: ↑Fri Mar 12, 2021 11:26 am
Maybe have an "Imperial Palace transfer" building that one could build on one other Colony, and that would automatically scrap the old Imperial Palace and create a new one on the other Colony at completion ?
Such a transition should be rather a project instead of a building. Until we have such a thing we can workaround like with the "abandon outpost" building.
Right, as an Influence project it may fit better indeed.
And since Influence is imho not ready at all for Stable deployment we do need a workaround like yours.
Ophiuchus wrote: ↑Fri Mar 12, 2021 12:38 pm
Palace transfer takes one turn to build, but 9 turns afterwards to establish the new imperial palace and remove the old one.
The imperial palace could loose its benefits while a palace transfer building exists.
You mean to prevent it from being queued indefinitely ?
I think that if we make it costly enough there's no need for it, an Empire doing that as a backup measure would be really missing the Production Points invested in such a building.
Also if he was to change minds about the destination of the backup Palace he would have to repay most of the cost again.
Or was it to make it visible to enemy scouting ? That indeed would be strategically interesting...
Ophiuchus wrote: ↑Fri Mar 12, 2021 12:38 pm
The imperial palace could loose its benefits while a palace transfer building exists.
Why ?
I think making the Transfer costly is enough to make the decision a big one and not at all a no-brainer.
Ophiuchus wrote: ↑Fri Mar 12, 2021 12:38 pm
I think we should in general scrap scrapping completely or always impose some turns countdown until the building is removed after starting scrapping)
I'm not sure about what to do (scorched earth as a no-brainer is certainly bad and we should prevent it; the ability to use scorched earth tactics in itself is not a bad thing by itself if it needs good strategic planning to succeed and if there are counter-measures possible for the enemy¹) but yes scrapping needs a full rework.
¹ I think Influence projects could be a good tool for that ? Specifically if the Influencer has to launch his Influence project before the Influencee began scrapping and it only delays the scrapping for a few turns) ?