Buildings

May Player
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Re: Buildings

Postby May Player » Thu Oct 18, 2012 8:07 pm

Have anyone mentioned creating Corporations?

Something like:
Corporation HQ - Mining
Corporation HQ - Banking
Corporation HQ - Trade
Corporation HQ - Agriculture
Corporation HQ - Weapons
Corporation HQ - Science
Corporation HQ - Intelligence
Corporation HQ - Alien Ambasses Complex

Only 1 of each can be built in Empire.
Only 1 Corporation HQ per planet.
It is a one-time EXPENSE, provides no income for that planet. (ie. 10000 GC)

Then:
Allows to build Corp Site Office on any colony planet.
That office can provide large benefits.
Examples:
Corp Site Office - Mining (+200 GC, +50% production)
Corp Site Office - Banking (+200 GC, +50% Tax income)
Corp Site Office - Trade (+200 GC, +50% Trade income)
Corp Site Office - Agriculture (+200 GC, +50% Food production )
Corp Site Office - Weapons (-200 GC, +200 research points - military applications)
Corp Site Office - Science (-200 GC, +200 research points - civilian applications)
Corp Site Office - Itelligence (-100 GC, +100 to Spy points)
Corp Site Office - Alien Consulates (-100 GC, +100 Negotiations points with Aliens)

To get extra credit from Corp Site Office - Weapons and Corp Site Office - Science, these two can produce +200 GC (instead of -200 GC) when Corp Site Office - Trade is also built on that planet (it allows to sell some of the military and civilian designs and generate income)

Corp Site Office on Alien Worlds: Banking & Trade - maybe large initial cost, but 5x the regular benefits

Note: the above numbers can be anything so they balance the game nicely.

Asmodan
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Re: Buildings

Postby Asmodan » Thu Oct 18, 2012 9:39 pm

Reminds me of Civ IV. Like the idea.

When you say building offices on alien worlds are you saying building offices in another empire or in your own empire?

May Player
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Re: Buildings

Postby May Player » Thu Oct 18, 2012 10:01 pm

Yes, on other races planets, but not actual building per say, more like 'establish' a corporate office on another empire planet. It could be just done from diplomacy screen or by sending actual 'Corporation ship' to another empire. The ship could be defenseless like 'missionaries' or 'agents' from Civ games.

Actual 'building' corp site office would apply to own colonies/planets.

Asmodan
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Re: Buildings

Postby Asmodan » Fri Oct 19, 2012 7:12 am

That could open up a whole lot of new possibilities, and not only in espionage. Would you allow each race one corporation or do it like Civ IV where it is a race who builds it first? This second option was actually something I really liked about Civ, especially the religions as they had a huge influence on diplomacy.

May Player
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Re: Buildings

Postby May Player » Fri Oct 19, 2012 8:04 am

Yeah, it could go either way..
- duplicate corps from foreign empires if allowed; they would cancel the benefit for foreign empire corp etc, if corps implemented, it would allow for 'Corporation Wars' - good ;)
- only one corp allowed per galaxy, hmm; the corps would need to be for certain resources and devs don't plan on developing different resources as in Civ 5, for corps not bound to any specific resource it is logical they could spring up in any empire, then it's - no good ;)

Arctures
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Re: Buildings

Postby Arctures » Wed Oct 24, 2012 6:52 am

Frankly, I don't want to have to deal with la UI with lots of filters to deal with all the potential buildings/upgrades and to micromanage removal and whatnot if in the end all I end up with is the same basic structures on every planet. How is that strategic and not just a grind? Granted, I love me the cloning centers and singularity labs too it' just gets old fast.

May Player
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Re: Buildings

Postby May Player » Sat Oct 27, 2012 2:13 am

Maybe it's a misunderstanding.. Filters are indispensable in a strategy game like this. You don't want to display all the info right on the main map as when overcrowding the map becomes really confusing. You do not want the info? Maybe others want the info...

Otherwise how do we make strategic decisions like:
-spheres of influence
-ship support distances
-trade lanes
-sectors security status (for spy & trade networks)

The above are just a few..

Arctures
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Re: Buildings

Postby Arctures » Sat Oct 27, 2012 8:41 am

M
aybe it's a misunderstanding.. Filters are indispensable in a strategy game like this. You don't want to display all the info right on the main map as when overcrowding the map becomes really confusing. You do not want the info? Maybe others want the info...

Otherwise how do we make strategic decisions like:
-spheres of influence
-ship support distances
-trade lanes
-sectors security status (for spy & trade networks)


I agree, I'm just less excited about their utility in managing planetary construction queues. My basic point is that while building up a colony is one of the anchors of 4x games, it's often a chore by mid-game and it often ends up being just build everything you can as fast as you can. Which is neither exciting nor a complex stratagy.

May Player
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Re: Buildings

Postby May Player » Sat Oct 27, 2012 6:08 pm

Yes, micromanagement of large empires has always been an issue.
The devs said in their initial presentation and recently at spacesector.com, that they will streamline planet mgmnt and create specialized queues. It's one of their main goals.

AstralWanderer
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Re: Buildings

Postby AstralWanderer » Sat Nov 24, 2012 6:07 am

RESEARCH
Education Facilities
- Increases population education
- Provides longer-term (not immediate) research improvement
- May weaken security and make alien espionage easier (darn students with their intergalactic Twitter!).
YES

TERRAFORMING
Atmospheric Processor
- Devices which alter composition of planet's atmosphere
- Changing atmosphere of a planet (terraforming)
NO

Recycling Centre
- Improves mineral production by promoting re-use of resources
YES

Climate Regenerator
- Combats pollution from industry, restoring climate to optimal levels
- Lowers pollution (if measured) or improves population mood (if not)
NO

OTHER
Global Communication Network
- Provides easy access to communications (e.g. Internet) for all citizens
- Can improve population mood and research
- Can weaken security and make alien espionage easier
YES

Global Solar Collection Network
- Provides renewable energy via solar collectors on the sunward side of a planet
- Can improve income or mineral collection (by lessening resource usage elsewhere)
NO

Xeno-Climatic Domes
- Habitats which can emulate multiple alien climates (including atmosphere, temperature and gravity)
- Needed to house alien races, providing trade and diplomacy bonuses
- Possible requirement for any race wishing to create/host a Galactic Council
NO

With regards to slavery, that seems to be something better dealt with via (empire-wide) policies/edicts/social settings rather than individual buildings. And based on historical examples, quality of slave labour should be poor (this could be reflected by limiting slave construction to old items, not current tech) with an increase in racial heterogeneity if alien slaves/prisoners are used (which should incur penalties to mood/happiness, especially for xenophobic races).


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