Teleros wrote: Same, I'm just saying the kind of "complexity" I want WRT buildings etc. Or at least with military buildings .
Sorry, what does "WRT" stand for?
Merlex wrote:I get the impression from the "How many iterations of buildings shall we have?" thread, that the devs are going with the abstract colony design. So there won't be multiple Automated Factories, Robo-Miner Plants, Stock Markets, ect. Which is fine with me, i'm not too crazy about the GC2/ MOO3 style of spamming multiples of Enhanced Factories in sectors. Which is why i proposed an additional build to specialize planets.
Teleros wrote: Same WRT military vs non-military buildings, just saying I think I prefer specialising by building more or moving pops than building specialisation buildings.
I can see this work by moving population, but not by the standard buildings. I'm assuming that in your system, the more commercial population you have, the more money the colony makes. But as for buildings, every colony is going to have a Robo-Miner Plant and Stock Markets and Research Labs. Most will be clones of each other, while most should be, some should stand out. The only difference i can see, is how many shipyards a colony can support. Or how many military installations a colony has. That's a very two-dimensional system.
Teleros wrote:... and as for the Goa'uld - well they were melodramatic feudal lords, so ostentatious displays of wealth at the expense of practicality (just think of their rank & file soldiers...) is in keeping with their modus operandi IMHO.
No i was talking about the A'shen (not sure on the spelling). They were a human empire, far more advanced than the Goa'uld. Basically, they befriend less advanced civilizations. Defeat their enemies and give them advanced technology. They had transporters for instance. Then they would cure disease and slip in something extra. That something extra would sterilize most of the female population. I'm assuming they would target by intelligence and aggression. The result was that you got a smaller, more manageable population, in a couple of hundred years. They would then turn these planets, into farming planets to supply their empire, and strip the planet of other resources. They did this to Earth as well. In ten years, they sterilized 95% of the females on the planet. SG1 got together and sent a message into the past, to avoid this. Most of the A'shen worlds did not have stargates, they wanted Earth's database of gate planets, to expand their empire.
As for food production in MORE, i can see eliminating farmer population. But i still believe that planet quality, should be a key factor in determining how much food a colony can produce. When it comes to transport, it takes weeks to ship food across oceans and to market. I don't see a problem with it taking a couple-few weeks to ship food to other solar system. Also by eliminating food as an issue in the game, you take away quite a few strategies. Blockading food transport in or out. Destroying an enemy's key food colonies. Robotic races lose the advantage of not needing food. But are now at a disadvantage of needing energy, while biological races don't have to worry about food. Or races that eat dirt.
Though i almost always pick conquest as my sole victory condition, i like to use different ways to get there. I want more possible strategies not less. I vary from game to game, but i'll use an economic, diplomatic, military strategies, or a combination. I don't want the game to always be: let's just pump out as many large powerful ships as we can, and pound everyone else into submission. That's fun sometimes, very boring after a dozen or so playthroughs.
Merlex wrote:I do like the idea though of starbases being able to be anywhere. These can serve as trading hubs, military staging areas, research facilities researching anomalies, or control major intersections like wormholes.
Teleros wrote: I do too, my concern is really a gameplay one WRT placing them properly.
Merlex wrote: I have the same concerns. As much as i enjoy having starbases in GC2 (i currently have over 200 economic ones), i feel their influence range is much too great. It should be two parsecs at most, not eight.
Teleros wrote: If MORE has starbases in empty space, I'd seriously consider not giving them any influence range at all. Let your systems provide influence range, and either pop starbases in your territory as border guards or way out there as early warning outposts / refuelling stops IMHO. Well, at least for military ones. Civilian ones could be out there because the nebula next door looks pretty for all I know .
I agree about the lack of an influence range. I would like to design my starbases. Not have military or civilians ones. But put what i want on it, up to it's space limit.