I doubt its a problem, or if it is it already is? It's normal to delay a colony built on an outpost a turn or 2 if it would come down just before you research the tech.Ophiuchus wrote: ↑Mon Jul 12, 2021 9:12 amI think i agree. It is certainly more user friendly/less shocking - also good for ship design (no redoing of all your colony ship designs). Note that "converted from outposts colonys" already start that way (i.e. 3 pop).truepurple wrote: ↑Sun Jul 11, 2021 11:37 pmAnd once you get 3 pop colony tech, it should apply to all new and existing ship, no special module for it, also to converted from outposts colonys would also start that way.
Some might object to the "stockpiling" part of that mechanism (people building lots of colony ships and holding of colonisation, waiting for the turn after the tech is researched.
We could ease that incentive by giving all small colonies a one-time boost (+1 pop for colonies <3 pop, +2 pop for colonies < 2 pop), - but it is hard to explain fluff-wise.
If you open up a dedicated thread for this topic like "Get rid of cryo colony part" we could proceed.
Auto upgrade colony and parts
Moderator: Oberlus
Auto upgrade colony and parts
Re: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.
You are right, it already is. For me that is unnecessary micro. Not an interesting decision. The only situation I can imagine that there is actually a decision instead of a no-brainer is when you are forced to colonize earlier because you risk your supply lines being cut off or you want the defense to climb earlier. We should give the one-time boost regardless of the cryo part I guess.wobbly wrote: ↑Mon Jul 12, 2021 10:41 amI doubt its a problem, or if it is it already is? It's normal to delay a colony built on an outpost a turn or 2 if it would come down just before you research the tech.Ophiuchus wrote: ↑Mon Jul 12, 2021 9:12 am Some might object to the "stockpiling" part of that mechanism (people building lots of colony ships and holding of colonisation, waiting for the turn after the tech is researched.
We could ease that incentive by giving all small colonies a one-time boost (+1 pop for colonies <3 pop, +2 pop for colonies < 2 pop), - but it is hard to explain fluff-wise.
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Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.
Then the same should happen for the troops ship parts?
Re: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.
you can un-obsolete a part or ship design when you find out later that you need ittruepurple wrote: ↑Sun Jul 11, 2021 11:37 pm Plus you can't obsolete ship lines because you can never know when you might need the older line nearer to where you need the ship that you can't spare resources building its special structures for.
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Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.
Very similar but also different mostly. Troops are about combat and not colonisation and the colony pods have the same cost while the troop pods are actually double the price. I have situations where I mix troop parts, but I wouldn't mind loosing that. Also depending on implementation there is a surprise factor involved (suddenly enemy ships double their troop values).
Also for building on outposts the upgrade process is already stockpily (you invest 99% of the PP and then wait some turns for the tech).
We talked about troop pods three years ago https://www.freeorion.org/forum/viewtopic.php?f=15&t=10865&p=91455&hilit=part+upgrade#p91455. This led LGM-Doyle to implement the ability to obsolete ship parts and ship hulls PR-1972.
edit1: wow, I did not know about ctrl-drag mass part exchange feature
I think for colony pods it is different enough to warrant a separate discussion. If we had a topic, I cant find it.
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Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: I recommend we disable species moving for much greater game simplicity and reduced micromanagement.
Could you move the posts starting from viewtopic.php?p=107405#p107405 to its own topic please? E.g. "Auto upgrade colony and parts"
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Auto upgrade colony and parts
Any objections?
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Auto upgrade colony and parts
Last time I checked the Cryonic Colony was more costly than the Colony Pod, so would auto-upgrade keep the old Colony Pod cost (I'm okay with that, better reason to research the tech) or put all new parts at the Cryonic cost ?
In the later case, it would be better to keep the cheaper part available...
In the later case, it would be better to keep the cheaper part available...
Re: Auto upgrade colony and parts
I doubt this, must have been before 2017
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Auto upgrade colony and parts
They have same buildcost but the basic one has buildtime 8 and the cryonic has 10.
I don't see a problem making both 8.