Influence/Policies/Government feedback

Describe your experience with the latest version of FreeOrion to help us improve it.

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Oberlus
Cosmic Dragon
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Influence/Policies/Government feedback

#1 Post by Oberlus » Sat Jun 13, 2020 1:32 pm

Playing v0.4.10+ 2020-06-13 ed213fb

1. I can't find a building to get the first Social Policy slot (so social policy slots are unusable for now).

2. What's the point of NoSupply and NoGrowth policies?

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Geoff the Medio
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Re: Influence/Policies/Government feedback

#2 Post by Geoff the Medio » Sat Jun 13, 2020 6:23 pm

Oberlus wrote:
Sat Jun 13, 2020 1:32 pm
1. I can't find a building to get the first Social Policy slot (so social policy slots are unusable for now).
Architectural Psychology and Transcendent Architecture each give one social policy slot.
2. What's the point of NoSupply and NoGrowth policies?
Stealthiness by keeping supply lines from revealing locations of colonies, hypothetical situations in which a player has lots of a species but wants to prevent them from growing perhaps, and for testing purposes.

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Oberlus
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Re: Influence/Policies/Government feedback

#3 Post by Oberlus » Mon Jun 15, 2020 11:16 am

Where could we unlock another military slot? There are many policies and a single slot right now.

Centralization loses relevance too soon. Making it capital-pop-based, or number-of-supply-connected-colonies-flat, or supply-connected-pop-based, would be good.

We need more Economic (should be "economics"?) policies.

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Geoff the Medio
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Re: Influence/Policies/Government feedback

#4 Post by Geoff the Medio » Mon Jun 15, 2020 2:33 pm

A few slots can be added to techs, like https://github.com/freeorion/freeorion/pull/3047

A few slots can come from specials, similar to the growth specials.

There could be a series of buildings that give some slots.

I'd also like to have native species that one hasn't invaded but which like your empire grant various bonuses, including policy slots.

Centralization can be rebalanced, but keep in mind that not all policies need to be particularly useful for long-term. The player decision can be between paying to adopt a policy now and getting the short term benefit, vs. saving influence points for something else more expensive later... (once there's other stuff to spend it on...)

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