Brainstorming Building, tech, specials

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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drek
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Brainstorming Building, tech, specials

#1 Post by drek » Thu Jul 22, 2004 6:08 am

Sector Stock Exchange (building)
Type: Trade Building
Tech Level: Mid game

A massive city unto itself, the Sector Stock Exchange is the epicenter of trade for planets ranging as far as 2 starlanes away. The riches of the Exchange should be well guarded via security, as it makes a tempting target for criminal pirates.

Effects:
Center of Commerce: +5 to trade to all planets within the same system, nonstackable
Stock Trading: +10 to trade to all planets set to the Trade focus within 2 starlane jumps, nonstackable
Criminal Target: 5% chance each turn of "Crime Spree" event hitting the Exchange's planet. 20 Security or more reduces this chance by .5% for each point above 20. (Crime Spree reduces Trade and Happinees by 15 to all planets in system. Chance of destruction each turn 25% increased by 20 security or more.)
Greed: 1% chance every turn of "Stock Market Crash" event hitting the Exchange's planet. (Stock Market Crash reduces Trade and Happiness empire-wide by 15 to all Trade Focused worlds. Last for three turns on average.)

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Milita Rangers Outpost
Type: Security Building
A training camp and deployment center for Rangers, who patrol as far as 2 starlane hops away. The Rangers hunt down smugglers, pirates, and other criminal space-farers.

Effects:
Ranger Patrols: +15 Security every planet within 2 starlane hops, nonstacking


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Violent Atmosphere
Type: Planet special
The atmosphere of this planet is wracked with heavy winds and constant storms. An unpleasant place to call home; still the winds can be harnassed by industry as a cheap source of power.

Effects:
Wind Power: +10 Industry if the world is set to Industry Focus
Perpetual Storms: -5 Construction, population, happiness
Massive Storm: 2% chance each turn of spawning a "Massive Storm" event. (The event reduces *current* construction by 1 each turn, reduces Happiness by 10. Each turn, event has a 25% chance of disappearing.)
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Sentient Machines (technology)
Type: Industry Tech
Advanced studies into AI finally reach a significant breakthough, with the introduction of truely sentient artifical minds. Industrialist and scientists alike being considering practical applications.

Unlocks: Robotic Cathedral, Slave Foundry

Robotic Cathedral
Type: Industry Building
The technological revolution of Sentient Machines spread strife throughout philosophical circles. The construction of the Robotic Cathedrals affrim the basic rights of artifically created sentient minds.
Effects:
Artficial Minds: +5 Research to all Research focused worlds within 3 starlane hops. nonstackable.
Artificial Population: +5 max population and construction to worlds within 3 starlane hops. nonstackable.
Luddites: 5% chance each turn of "Luddite Revolution" event on this world. 20 Happiness or above reduces this chance by .2 per point above 20.
Conflict of Values: 10% chance each turn of creating "Robot Uprising" on any world within 5 starlane hops with a Slave Foundry. Chance reduced by Happiness of 20 and above, by .1 per point above 20. Note: effects other empire's worlds as well.

Slave Foundry
Type: Industry Building
The technological revolution of Sentient Machines created the perfect high-tech worker. Able to think well enough to complete even the most complex task, yet utterly obediant. The Slave Foundry is a massive factory pumping out sentient robots for use by Industry up to 3 starlane hops away.
Effects:
Artifical Workers: +10 Industry all Industry focused worlds up to 3 hops away. nonstackable.
Artificial Population: +5 max population and construction to worlds within 3 starlane hops. nonstackable.
Second class citizens: -5 Happiness to all world 3 hops away.
Luddites: 5% chance each turn of "Luddite Revolution" event on this world. 20 Happiness or above reduces this chance by .2 per point above 20.

Robot Uprising (event)
Freethinking robots tutored under the Robotic Cathedral rise up in protest of the Slave Foundries.
Effect:
Robot Wars: -20 Happiness, Construction, Health, Security to all planets within 3 starlane hops
Robot Wars: Current Construction of planet reduced by 2 each turn.
Robots Win: 15% chance each turn of the Foundry being destroyed, event ends. Chance reduced by security of 20 and above, by .5 points per point above 20.
Robots Lose: 5% chance each turn of the event ending. Chance increased by security of 20 and above, by .5 points per point above 20.

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drek
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more

#2 Post by drek » Thu Jul 22, 2004 7:43 am

OrionLand Happy Themepark
Type: Entertainment Building

The happiest place in the galaxy, OrionLand Happy Themeparks spread joy up to three starlane hops away. Even other friendly empires benefit from the themepark's proximity. Problems: OrionLand Inc. will not sanction a themepark unless it virtually owns a planet and all the trade/taxes passing through the world. And OrionLand isn't such a happy place for the citizens forced to work there.

Effects:
OrionLand Vacations: +15 Happiness to all worlds (including worlds belonging to friendly empires) three starlanes or less away. Excludes worlds with OrionLand Happy Themeparks. Non-stackable.
OrionLand Monopoly: -200 Trade to this world.

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Maelstrom Device
Type: Industry Building
A massive structure that taps into the magnetosphere of a planet. The Maelstrom Device is capable of outputting enoumous energies, which can be exported to fuel industries up to 2 starlane hops away. Unfortantly, the Maelstrom Device is unstable, causing storms to rage across the planet. Scientists warn to keep your research production high on the Maelstrom Device's planet. Without scientist nearby to monitor the Device, the results could be extremely unpleasant.

Effects:
Maelstrom Energy: +10 to Industry on Industry Focused worlds 2 starlane hops away
Maelstrom Storms: -3 Population Construction
Maelstrom Unease: -10 Happiness
Massive Storm: 2% chance each turn of spawning a "Massive Storm" event. (The event reduces *current* construction by 1 each turn, reduces Happiness by 10. Each turn, event has a 25% chance of disappearing.)
Maelstrom Self-Destruct: 5% chance each turn of planet being changed to rubble (asteriod field). Science of 20 and above reduces this chance by 1 for every point above 20.

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System Garrison Fortress
Type: Security Building
A garrison of system guards, trained to handle the most extreme sorts of problems. In downtimes, the garrison can get a little rowdy.

Effects:
System Garrison: +10 Security all planets in system
Rowdy Garrison: -5 Happiness this world

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muxec
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#3 Post by muxec » Thu Jul 22, 2004 11:24 am

Cool :D :)

We wait for more...


Interstellar internet hub

+5 science to planets 1 lans away.
+5 happiness 1 lans away.
-10 security on this planet

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Ablaze
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#4 Post by Ablaze » Thu Jul 22, 2004 7:27 pm

Planetary ramscoop
Type: Terraforming technology

A complicated network of satellites is employed which use huge magnetic fields to channel the local sun’s solar winds into this planet’s atmosphere. Causes massive amounts of pollution but increases the mass of the planet over time.

Effects:
+100 pollution
+1 to planet size every 4 turns
This technology can be used to increase a planet up to size 20


Solar infusion
Type: Terraforming technology

A complicated satellite network us employed to harvest material from the local sun and inject it directly into this planet’s core. Volcanoes, earthquakes, and other natural disasters become commonplace as the planet expands from the inside out.

Effects:
20%-90% of the planet’s population is killed.
20%-50% of the planet’s infrastructure is destroyed.
40% chance that the planet changes to another type on the environment wheel.
+1 to planet size
This technology can be used to increase a planet up to size 40
Time flies like the wind, fruit flies like bananas.

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PowerCrazy
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#5 Post by PowerCrazy » Thu Jul 22, 2004 7:49 pm

Wonder:

Super Solar Collector .

A network of solar panels and high tensile strength wires create a parabolic Solar Cell around the primary star in the system.

+20% to Industry, Science in the whole empire.
Aquitaine is my Hero.... ;)

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utilae
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#6 Post by utilae » Thu Jul 22, 2004 8:53 pm

Ooh FUN.

Planetary Tractor Beam
---------------------------
A giant tractor beam device capable of pulling or pushing multiple objects with great power. It is unlikely that it can be resisted or overpowered.

Effects:
REPELS METEORS, COMETS, ASTEROIDS
50% less likely that a distaster such as a meteor storm or a comet hitting the planet will occur.
SLOW, STOP or PROPEL AWAY ENEMY SHIPS
Enemy ships approaching the planet are moved away. However, larger ships may only be able to be stopped temporarily or slowed.

Dimension Distortion Device
--------------------------------
A device capable of swapping events in time and space around.

Effects:
FOR ONE BATTLE SWAP YOU SHIPS WITH THEIRS
This device can only be activated as a battle is about to start. Once activated, all your ships are swapped with all of a chosen enemies ships.
AFTER BATTLE
Surving enemy ships that allowed you to survive the battle, with some ships intact, remain under you control, however, they instantly become ships of your design and tech, of the appropriate size and class.
DEVICE DISABLES
Once this device has been used, it cannot be used again for 50 turns due to the possible side effects of altering time and space.

theCarlinist
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Great Job: just one question

#7 Post by theCarlinist » Fri Jul 23, 2004 4:32 am

drek wrote:Luddites: 5% chance each turn of "Luddite Revolution" event on this world. 20 Happiness or above reduces this chance by .2 per point above 20.
So what happens during a "Luddite Revolution"?

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utilae
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#8 Post by utilae » Fri Jul 23, 2004 5:36 am

Depletion Bomb
==========
A bomb that affects planetary resources.

Effects:
Reduce a chosen planetary resource by 1. Eg. decrease minerals from high to medium.

10% of population is completely destroyed.

muxec
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#9 Post by muxec » Fri Jul 23, 2004 8:46 am

Tech: Hyper-advanced psychology
+2% to everything (pop, industry, enviroment, combat, research, commerce, farming)
+5% morale

Allows:
Galactic propaganda center +10 morale to all of your planets, +5 morale to allies and -5 moral to enemies.

Tech: Extreeme scale construction
Build cost of the most expensive buildings and ship is reduced by 7.5%

Allows:
Sun device: surrounds the star with huge inhabited ring. Proximity to sun gives +150 production. No farming. Huge maintence cost. A lot of room for population.


[joke]
Special: Linux Kernel 1000.0
-5 commerce
+10 research
+10 security
[/joke]

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Aquitaine
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#10 Post by Aquitaine » Fri Jul 23, 2004 5:37 pm

Before this thread gets out of control, I'd just like to point out that a content development system will be coming down the pipe to handle actual submissions.

So don't get too carried away. :)
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skdiw
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#11 Post by skdiw » Sat Jul 24, 2004 12:37 am

There should be a format for submitting techs and building ideas to prevent overflow and eliminate significantly similar ideas with just different names. Something like name, type (tech, unique tech, building, or wonder), background description, up to 4 game effects or special effects, abstract how large the effects are into large, medium or small (becuase numbers are unless right now), and conditions or special req to build or research.

A simple idea might be:

Name: Shipyard Nexus
Type: Building
Background: Engineered by Hulis Kilus, the famous industrial engineer, Shipyard Nexus organizes and pools all parts and assembly into a centralized location thus eliminting overproduction, duplicates, and other inefficiencies associated with decentralized shipyards.
Game Effect:
1. "small" % pp coversion to sp (ship production)
2. + "large" sp
Conditions:
1. "Medium" tech lvl required
2. "Medium" Building cost

A more programming intensive might be:

Name: Black Hole Generator
Type: Building
Background: Designed as a defensive tool against enemy attacks, the powerful Black Hole Generator creates a temporary black hole at a nearby location to pull and destroy unwanted objects from space. Due to the design, however, the Generator requires a large amount of energy to maintain.
Game Effect:
1. "Small" % that enemy ships, missile, or space creatures within 10 parsec will be destroyed each turn
2. "Small" % that enemy ships, missile, or space creatures within 10 parsec will be halted from movement for 1 turn.
3. - "Medium" % movement penalty for all incoming enemy ships, missile, or space creatures
4. - "Small" planetary pp and money productions
Condition:
1. "Large" Tech lvl required
2. "Large" Building Cost
:mrgreen:

drek
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#12 Post by drek » Sat Jul 24, 2004 2:57 am

(becuase numbers are unless right now)
With no technology, 20 population (full for an average planet), full infra, and set to primary focus balanced, secondary focus balanced, a Terran planet produces 0.4 of each resource x 20 population=16 of each resource.

With no technology, an average world full pop set to a primary focus other than balanced and secondary balanced will produce 1.6 x 20 population of the primary resource and .1 x 20 population of other resources.

If the homeworld remains at the default of primary balance, secondary farming, and has full infa and population (30 total), it produces 1.8 of farming x 30 population=54 units of food (enough to feed 2.7 average full pop planets). It produces 1.3 of all other resources x 30 population = 39 of each resource.

With these numbers we should be able to guess what sort of effects buildings and techs should have. (Note that bonuses are divided by ten before being applied to resource production)

Totally unoffical general rules of thumb:
* High tech and low tech should give about the same quanity of bonuses/penalties. All bonuses to a resource in the game should add up to just little over 100.

* If a bonus is broadcast over the entire empire, it should normally have a +5 bonus and local downside. If it has a higher bonus, the downside should be greater/father ranging.

* If a bonus is broadcast over multiple systems, it should normally have a +10 bonus -and- be contingent on Focus over 2 starlane hops. If the bonus is higher, the starlane hops higher, then there should be a downside to the effect.

* A bonus to population should probably be no higher than +3 (I've already broken this rule). +1 is actually not a bad bonus for population, esp. if the effect ranges over multiple systems.

*Maintaince on a building should generally be 50 Money per turn, up to 100 and even 200 per turn for uber high tech buildings. Military buildings (such as Shipyards) might also have a local maintaince expressed (generally) in Industry. There might be a few low tech buildings with crappy effects and stong downsides with a 30 maintaince, so that the homeworld has some build choices early game.

*For future reference, on an average planet Happiness and Security is 20 (the breakeven point). Most social type events should have thier chance of occuring based on Happiness and duration based on Security. Security and Happiness bonuses can be greater than the resource bonuses, since there should be quite a few factors chipping away at them.

*If penalty drags Farming, Health, Happiness, Security below 20 Bad Things start to happen. 20 is the breakeven point.

*Reading the design doc is a good thing. If you can slog through it, reading the effects doc is a good thing.

*Finally, personally I like buildings, techs, and specials that combine to tell a little story. (the spice special and robot stuff being an example)

muxec
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#13 Post by muxec » Sat Jul 24, 2004 9:02 am

High tech and low tech should give about the same quanity of bonuses/penalties. All bonuses to a resource in the game should add up to just little over 100.
Than we have little sence in developing techs. Fast rush with missile cruisers would do the best.
If a bonus is broadcast over multiple systems, it should normally have a +10 bonus -and- be contingent on Focus over 2 starlane hops. If the bonus is higher, the starlane hops higher, then there should be a downside to the effect.
OK
A bonus to population should probably be no higher than +3 (I've already broken this rule). +1 is actually not a bad bonus for population, esp. if the effect ranges over multiple systems.
Please explain curent population model.
Reading the design doc is a good thing. If you can slog through it, reading the effects doc is a good thing.
Having a simplified version of desdoc is also a good thing.

URL desdoc here, please.

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#14 Post by Satyagraha » Mon Jul 26, 2004 4:39 pm

Intercultural Exchange Project (building)
Type: Trade/Research
Tech Level: Mid game

The Intercultural Exchange Project can be buildt in systems with mixed population and increases both races trade & research by sharing. it will also increase understanding between races.

Effects:
- Shared Trade: +1 to Trade for both races in the same system for each population unit that can be matched with a pop unit of another race. (pop 25/5 = +5, pop 15/15 = +15). this effect is stacking with Intercultural Exchange Projects of other races in that system and is doubled on planets with trade focus.
- Shared Research: same as Shared Trade, but for research
- Cultural Ties: Chance of unrest caused by racism decreased by -75%

special events:
- anti-war marches: if a leader declares war on the other race, that race´s planets recieve -5 happiness & -10 offense for 10 turns. chance of unrest doubled for 10 turns.

(what i like about the building is that if you play with a friend, sharing as many sytems as possible and building exchange projects all over becomes it´s own strategy. if you see players "super-allying", others should better destroy both of them before they beome too powerfull, or look for a neighbor to super-ally as well)

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Aquitaine
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#15 Post by Aquitaine » Mon Jul 26, 2004 6:59 pm

A system for submission of content is forthcoming. It may be a little while as I have to move and get situated in my new place.

But it will basically consist of two things: a game balance section, and a content fluff section. The game balance section is the boring number-cruncher part of the tech or building, e.g.

Industrial Development Tech 2
Cost: X RP/Turn
Effect: X, Y, and Z

We will add descriptions and 'proper' sci-fi names separately (and maybe later). These are two separate disciplines at work here and the content submission system needs to recognize that.
Surprise and Terror! I am greeted by the smooth and hostile face of our old enemy, the Hootmans! No... the Huge-glands, no, I remember, the Hunams!

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