It would be nice to have a mineral bank parralell a credit bank. A large, mineral rich planet that has just built all planet improvements could simply 'bank' all it's excessive industry into a large empire storeroom.
This way, small starting colonies could access this storeroom to speed up early planet production.
The system would be different from the "minerals to credits" option that forces the player to buy all the new improvements. I never liked this idea, because once you have over 30 new colonies, you're constantly buying things it would take the computer normally 30 turns to produce.
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The goal
- to help fledgling colonies access minerals/industry created in excess on other planets.
- to make the system flow without having the need for micromanagement.
- to keep the system away from the energy/credit aspect.
My thought was
1. Have this large mineral bank and when planets need any extra minerals, they can withdraw from the bank at a moderate rate to improve production.
2. Be able to select (IE: a large, mineral rich planet) and have on the build queue "Send minerals to X" which opens a large menu of colonies
3. Same as 2, but all this extra production is allocated to that planet's sector instead to boostrap production. If sectors are implemented, it goes to the "sector's mineral production"
Anyhoo. Any thoughts?
Mineral Bank / Planet Grants
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Mineral Bank / Planet Grants
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- Dyson Forest
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I also find that to be an anoying and time consuming aspect of Civ based games.
Basicaly you have highly productive CORE worlds/bases that have built all the needed improvment and are generating Money or if your not building anything in particular (war stuff) then your likly generating Extra Money!
In additon you have theis FRINGE worlds/bases that need to have their Industrial, Economic, Financial systems artificialy accelerated by the Core worlds.
Its logical for me to have to pay some Cost to conduct this transfer of Minerals/Money/Power to that Fringe place. In SMAC you can convert 2 minerals to 1 Energy and then 2 Energy to 1 mineral. A 75% Tax to move minerals from one base to another (unless you use Crawlers which are slower but more efficinet). Original Moo limits you to sending a planet a number of Proudction Points Equal to what it generates on its own so at maximum alocation your only doubling its production. As long as theirs is a "TAX" and a "bottleneck" involved I aprove.
But what I REALY want to see is an AUTOMATED system for accelerating a Fringe world. I simply want to set Planet Noware to "recive 30 Credits per year" and ignore it for a decade. I could then adjust the number up or down from the "imperial budjet screen" if I have more/less money avalible. This would save SOOOO much time.
Of the ideas you sugjest I think all are viable. I particularly like the direct Planet X sends to Planet Y. This reminds me of the "Convoy" aproatch that was talked about earlier with regards to population (it was called a "Migration route" though). Basicaly the players establishes a yearly "flow" of something from one point to another and pays a fee based on the flow x distance. This consept could have aplication for many parts of the game.
Basicaly you have highly productive CORE worlds/bases that have built all the needed improvment and are generating Money or if your not building anything in particular (war stuff) then your likly generating Extra Money!
In additon you have theis FRINGE worlds/bases that need to have their Industrial, Economic, Financial systems artificialy accelerated by the Core worlds.
Its logical for me to have to pay some Cost to conduct this transfer of Minerals/Money/Power to that Fringe place. In SMAC you can convert 2 minerals to 1 Energy and then 2 Energy to 1 mineral. A 75% Tax to move minerals from one base to another (unless you use Crawlers which are slower but more efficinet). Original Moo limits you to sending a planet a number of Proudction Points Equal to what it generates on its own so at maximum alocation your only doubling its production. As long as theirs is a "TAX" and a "bottleneck" involved I aprove.
But what I REALY want to see is an AUTOMATED system for accelerating a Fringe world. I simply want to set Planet Noware to "recive 30 Credits per year" and ignore it for a decade. I could then adjust the number up or down from the "imperial budjet screen" if I have more/less money avalible. This would save SOOOO much time.
Of the ideas you sugjest I think all are viable. I particularly like the direct Planet X sends to Planet Y. This reminds me of the "Convoy" aproatch that was talked about earlier with regards to population (it was called a "Migration route" though). Basicaly the players establishes a yearly "flow" of something from one point to another and pays a fee based on the flow x distance. This consept could have aplication for many parts of the game.
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- Krikkitone
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One problem with the Convoy approach is that it can involve a lot of micromanagement.
I'd prefer for planets to simply be exporters/importers ala MOO2 food
and then let the computer figure out the cost of exporting/importing (if it wants to assume distance is irrelevant fine..although an 'automated Convoy' would be fine as well where the computer figures out the routes the exported and imported resources take and gives you the bill based on that.)
I'd prefer for planets to simply be exporters/importers ala MOO2 food
and then let the computer figure out the cost of exporting/importing (if it wants to assume distance is irrelevant fine..although an 'automated Convoy' would be fine as well where the computer figures out the routes the exported and imported resources take and gives you the bill based on that.)
I vote for the SMAC approach to an convoy of supply ships that can be shipped across the empire to help fledgling colonies.
yea, I would think it is the best approach to this since it would make it take time to reach the colony, maybe have an improving rate at which the supply ships could reach the planet. Maybe the first time they would twice as long to reach the colony since its such a new route. But then after the first drop off they get there considerably faster until they are going there at full speed constantly.
yea, I would think it is the best approach to this since it would make it take time to reach the colony, maybe have an improving rate at which the supply ships could reach the planet. Maybe the first time they would twice as long to reach the colony since its such a new route. But then after the first drop off they get there considerably faster until they are going there at full speed constantly.
I doin't think the first time should take longer, because you would have to know the route anyways to send a colony there. I think it would be affected by engine advances. They should also be interceptable, cut them off, it would be one of the large risks of having fringe colonies.
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