How many iterations of buildings shall we have?

Chrysostom
Posts: 10
Joined: Wed Oct 24, 2012 2:03 am

Re: How many iterations of buildings shall we have?

Postby Chrysostom » Fri Nov 09, 2012 8:32 pm

I think each planet should be allowed a number of "industries" based on population. An industries would be things like "entertrainment, defense, research, etc." For each planet we could determin the percent of the workers to work in each industry. That gives us the population for each, and it increases over time. So factor 1 for an industry is the population working in is. Factor 2 should be the technology level of the planet. This should be based in part of the total empire technology, but also on the educational industry of that planet. If education reaches 100% for the planet, the citizens will be able to opperate at the highest techology level of the empire. Factor 3 should be infustructure. You should be able to assign people build infustructure, or can transfer it from another planet with ship, or buy it on the open market. So, if you wanted to kick-start a planet, you could simply buy infustructure to add. Otherwise, things will happen automatically without micromanagement.

I do not want to need to click on every planet every turn to buy or upgrade infustructure. I'd rather be able to set-up percentages and have it autoincrease and tweak them if I want to later.

AstralWanderer
Hearty Supporter
Posts: 23
Joined: Wed Nov 21, 2012 2:06 pm

Re: How many iterations of buildings shall we have?

Postby AstralWanderer » Sat Nov 24, 2012 5:38 am

If ground combat is to be implemented (either now or later) then a "realistic" colony building model should be adopted rather than an abstract one (so that colonies can be tailored for defence against diffferent attack types like ground assault, air assault, orbital bombardment). So it would make more sense to allow for multiple instances of buildings and have some (simplified) means of placing them - GalCiv II's model (where facilities are placed on a grid, representing the planet surface) would seem a good starting point.

For those who can't stand detail, provide the option of governors who can take care of all the building on a planet - though the results will invariably not be as good as player-controlled placement, it should suffice for non-critical colonies (like those based in safe sectors).

VenomStorm
Ideas & Texts Creator
Posts: 275
Joined: Sat Nov 03, 2012 4:18 am

Re: How many iterations of buildings shall we have?

Postby VenomStorm » Sat Nov 24, 2012 3:16 pm

I like this but I doubt we'd see it until the advanced ground combat gets implemented.

AstralWanderer
Hearty Supporter
Posts: 23
Joined: Wed Nov 21, 2012 2:06 pm

Re: How many iterations of buildings shall we have?

Postby AstralWanderer » Sun Nov 25, 2012 4:00 am

VenomStorm wrote:I like this but I doubt we'd see it until the advanced ground combat gets implemented.
Ground combat does tie in with colony design (rather like how space combat ties in with ship design, if present) so if advanced ground combat is in the pipeline, the colony system needs to be able to accommodate it from the start.

VenomStorm
Ideas & Texts Creator
Posts: 275
Joined: Sat Nov 03, 2012 4:18 am

Re: How many iterations of buildings shall we have?

Postby VenomStorm » Sun Nov 25, 2012 3:28 pm

The advanced ground combat is a stretch goal atm. It's rather far away, so I expect we would see it in an expansion. But I agree that advanced building patterns need to be included to make ground combat truly inclusive. There is a huge difference between fighting in cities or in the wilderness.

Maestro
Posts: 24
Joined: Sat Dec 08, 2012 11:41 pm

Re: How many iterations of buildings shall we have?

Postby Maestro » Sun Dec 09, 2012 6:21 am

Not the expert here, but I'd advise keeping it as simple as possible. As few iterations as possible, to pace with gameplay, and make each thing's design obvious. For example, Library > Academy > University.

And I would say one of each item per colony, if it isn't totally clear whether I get the optimum bonus for one of a certain building type or multiple, strategy can rapidly becoming a number crunch. Either I've got the Marine Barracks (or other military building) or I don't. If I need to figure out whether I should build 3 of them vice 4, then I'm in Hardcore Gamer territory and the whole thing risks turning into Europa Imperialis.

There should be more than enough to worry about management wise without having to plan out multiples of the same building to get the maximum "crunch" value from my colonies.

AstralWanderer
Hearty Supporter
Posts: 23
Joined: Wed Nov 21, 2012 2:06 pm

Re: How many iterations of buildings shall we have?

Postby AstralWanderer » Mon Dec 10, 2012 4:13 pm

Maestro wrote:...If I need to figure out whether I should build 3 of them vice 4, then I'm in Hardcore Gamer territory and the whole thing risks turning into Europa Imperialis.
Do you mean Europa Universalis rather than Imperialis (a map mod for EU: Rome). If so, why would this be bad? The EU series is generally pretty good fare for strategy gamers.

Having the degree of simplification you suggest would mean colonies/planets being run like cities in Civilization and there are already space sims offering that level (GalCiv 2, Haegemonia, Star Ruler, the upcoming Star Lords, etc). M.O.R.E. should, well, offer more to stand out from that crowd.

JPTS
Ideas & Texts Creator
Posts: 255
Joined: Fri Oct 26, 2012 6:58 pm

Re: How many iterations of buildings shall we have?

Postby JPTS » Mon Dec 10, 2012 4:45 pm

I suggest an option of "automatic level-up" of these buildings. Anyone who doesn´t want to worry about it could simply select this option, but would have to research the proper techs like everyone else.

Or maybe they should use the outposts proposed by May Player, which can give the resources for the homeworld.

May Player
Ideas & Texts Creator
Posts: 664
Joined: Thu Sep 13, 2012 12:47 am

Re: How many iterations of buildings shall we have?

Postby May Player » Tue Dec 11, 2012 12:18 am

I see the Outposts as one of the options for empire building, not the only one.

My vision for available empire building is as follows:
1) Home world + many Colonies (all equal in importance)
2) Several home worlds (crucial) + many various Outposts (non-essential, easily replaceable)

Teleros
Ideas & Texts Creator
Posts: 625
Joined: Sat Mar 02, 2013 11:18 pm
Location: United Kingdom

Re: How many iterations of buildings shall we have?

Postby Teleros » Sun Mar 03, 2013 12:39 am

I think I'd just stick to the MOO2 system. For specialisation you've got a planet's mineral wealth & population (ie: shove them all into industrial jobs), the buildings are just representations. Also, on a thematic level I just dislike specialised cities / colonies in 4X games: it's one thing to have a heavily-fortified world on your border, another to play micromanagement on a 1500-star-system map deciding where to place extra factories / farms / science labs / etc.
Clear ether!


Return to “Economy”

Who is online

Users browsing this forum: No registered users and 1 guest