ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
32 tiles are the basic form - 'canonical' if there is any buckyball which can be called that - of the buckyball.
I proposed keeping it fixed at 32 because it makes sense depending on how you look at it.
First, it's simpler to implement. While it's possible to generate buckyballs with more tiles, there is added complexity to coding it this way, and it's unlikely we will occupy even a third of them in the capital, unless the player really pushes it to the edge.
I propose the planet size change to be a simple multiplier like e.g.: Tiny = 60% output, small = 80% output, normal = 100% output, large = 120% output, huge = 140% output.
Being a fixed 32 tiles also gives the added benefit of having a more predictable field on which to develop, and that simplifies decision-making because the player will just know the framework, and only has to care about terrain pluses and minuses to select where to build.
Again, it is not too much to manage because
1) It's not larger than one EL region
2) There would be a governor using simple math to automatically pick a tile, if the player does not want to bother; which keeps the 'new turn' action at the same complexity level as before.
The proposal opens up the option of fine-tuning system output by hand-placing certain buildings on top of certain tiles.
And gives stable, predictable operation theaters for:
planet development;
planet invasion - when the 32 tiles are broken up into 180 triangles.
Brazilian_Joe
Refreezerator
Bah humbug!
Brazilian_Joe
Refreezerator
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