Infrastructure based bonuses
Posted: Tue Nov 05, 2019 5:40 pm
MatGB prepared a PR #1787 intended to balance several learning techs and some production techs.
This thread is to discuss his idea of basing some output bonuses on the planetary infrastructure (it was suggested by Vezzra to open a thread on that for discussion, but I think it was never done).
MatGB used infrastructure on the (currently unique) flat bonus techs: Nascent AI and Adaptive Automation.
Nascent AI:
Currently:
Proposed:
Adaptive Automation:
Currently:
Proposed:
This thread is to discuss his idea of basing some output bonuses on the planetary infrastructure (it was suggested by Vezzra to open a thread on that for discussion, but I think it was never done).
MatGB used infrastructure on the (currently unique) flat bonus techs: Nascent AI and Adaptive Automation.
Nascent AI:
Currently:
Code: Select all
effects = SetTargetResearch value = Value + 10 * [[RESEARCH_PER_POP]]
Code: Select all
effects = SetTargetResearch value = Value + Target.Construction / 10
Adaptive Automation:
Currently:
Code: Select all
effects = SetTargetIndustry value = Value + 5
Code: Select all
effects = SetTargetIndustry value = Value + Target.Construction / 4
MatGB wrote:I tried the Nasent AI infrastructure change as an experiment and liked it so much I did the same to Adaptive Automation, on balance it's a much more effective change than I was expecting and reduces the incentive to micromanage colony focus settings in the turns after conquest/colonisation.
I've been playing with this for a few weeks now and while the AI hasn't been adjusted I much prefer the tempo it gives the game
Vezzra wrote:I strongly object to the changes to Nascent AI and Adaptive Automation. I realize you have a penchant for basing some of the resource boni on infrastructure instead of population, but AFAIK the (long standing) design decision to base (non-flat) resource boni solely on pop hasn't been revised, so we need to stick to that.
Deviating from that will introduce a quite fundamental change to the intended purpose of population, infrastructure and the basic resource types and how the depend on each other, with far reaching consequences to game dynamics and future game design.