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[Suggestion] New colonisation tech system

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8 years ago
Nov 16, 2016, 9:42:30 PM

I've just come to see your thread now, and quickly skipped over it. You've suggested a lot of things some of us VIPs had been calling for before ES2 went public (especially climates and colonization), so you have my fullest support on this matter.

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8 years ago
Oct 26, 2016, 6:36:48 PM

I just want to say that the OP's direction is a fantastically good move and I would love to see the colonization tech's reworked in this direction.  It would be a great way to enhance race/faction differentiation while having it still make logical/thematic sense.  Seems like it would be relatively straightforward to implement?

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8 years ago
Oct 28, 2016, 12:53:36 PM

Somebody pointed I had the same idea in the "Era by field" thread. While I agree on the OP and vote for the thread, I'm not sure this would work in an "Era by tech" based research because there's 2 major problems for me here :


- when considering faction vs faction, in early game the current "flawed" system solves something this new system have : Cravers would not attack Sophons until they make very far from Craver homeworld research (so they can steal Sophon's planet : they have to go from Forest to Artic).

In Early game, this would ends in "I must research lots of stuff before actualy attack someone". Or "someone attacked me, he lost, but I have no interest in retaliating before I make a lot of research".


In the end, in early game your major enemies are players using the same faction as you.


With an "Era by field" research, this is a problem too but this is working better because you don't need to learn a lot of tech to target one planet in particular. You need some, but not as many as in the actual "Era by tech" system.


Ok, now "colonization" conflicts could be The-Mother-Of-All-War-Punishement.
Actually, there's not many goals in just making a war vs some other faction just to pew-pew their ships. We should have some interest in waging a war without being able to colonize someone (I'm not sure you can actually settle on a faction's planet if you don't have the adequate tech, I would have to verify this ingame).


- about balance, Lumeris likes Ocean and Dust. Dust planet are very far from them. From Ocean, this means they need to unlock 4 lines and 3 rows to go to Desert planets which were the best Dust planets (not considerating gaz giants).

Sophon, on the other hand, like Cold and Science. Artic planet are allready giving them good science bonuses and they only need one row of research to go to Barrens which were the best ES1 science planets (not considerating gaz giants).


This is not balanced. What I was proposing doesn't solved that problem too.

Updated 8 years ago.
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8 years ago
Oct 28, 2016, 2:45:02 PM
Kweel_Nakashyn wrote:

Somebody pointed I had the same idea in the "Era by field" thread. While I agree on the OP and vote for the thread, I'm not sure this would work in an "Era by tech" based research because there's 2 major problems for me here :

Can you post a link? Didn't remember it, but I'm interested.

- when considering faction vs faction, in early game the current "flawed" system solves something this new system have : Cravers would not attack Sophons until they make very far from Craver homeworld research (so they can steal Sophon's planet : they have to go from Forest to Artic).

In Early game, this would ends in "I must research lots of stuff before actualy attack someone". Or "someone attacked me, he lost, but I have no interest in retaliating before I make a lot of research".


In the end, in early game your major enemies are players using the same faction as you.


With an "Era by field" research, this is a problem too but this is working better because you don't need to learn a lot of tech to target one planet in particular. You need some, but not as many as in the actual "Era by tech" system.


Ok, now "colonization" conflicts could be The-Mother-Of-All-War-Punishement.
Actually, there's not many goals in just making a war vs some other faction just to pew-pew their ships. We should have some interest in waging a war without being able to colonize someone (I'm not sure you can actually settle on a faction's planet if you don't have the adequate tech, I would have to verify this ingame).

Didn't thought this way. But you're right. As I can see there are two solutions when you conquer a system with a colonized planet from another faction that you have the necessary tech:

  • The pop is there. You enslave from space, menacing to nuke'em or similar, but not live there. You get the bonus, but your pop sill not grow in this planet until you get the correct tech. The original faction pop can still grow there as it was doing before.
  • Your people live in the original faction infrastructures. As it is not well adapted, you get an approval penalty (like -1 or -2) for every pop of your faction living in this planet, that stacks with planet type approval penalties.

Probably there are more options, but for now I haven't more ideas.

Es1 deal with it not having pop from different factions (all was the same), but I didn't look at how is actually Es2 dealing with it, as in the actual state you can invade a system without having the techs to colonize its planets, as long as a faction has colonized it someway.

- about balance, Lumeris likes Ocean and Dust. Dust planet are very far from them. From Ocean, this means they need to unlock 4 lines and 3 rows to go to Desert planets which were the best Dust planets (not considerating gaz giants).

Sophon, on the other hand, like Cold and Science. Artic planet are allready giving them good science bonuses and they only need one row of research to go to Barrens which were the best ES1 science planets (not considerating gaz giants).

Another con I didn't consider. As previous two considerations:

  • Lumeris pop gives bonus to dust. It should allow you to keep until you have the techs.
  • As in my idea every faction has its own chart, you can do a weird chart for Lumeris, making dry more close than it should be if you follow the direct path.

Hell, you were right. Again!

This is not balanced. What I was proposing doesn't solved that problem too.

didn't read your post, but actual stage has lots of issues, and people doesn't seems to like it, so any proposition to devs should be welcome.

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8 years ago
Oct 28, 2016, 3:35:46 PM
Kweel_Nakashyn wrote:

@lo_fabre : https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21749-fixing-tech-tree-ideas-discussion

About colonization, it's in the end of the thread (i don't know how to direct link to a post here).

https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21749-fixing-tech-tree-ideas-discussion?page=1#post-218356


You can link to a post but it is somewhat cumbersome as you have to find out what the post id is by inspecting the page html and finding the post id in the div element containing the post ^^


Hope that was the right one.

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8 years ago
Oct 28, 2016, 7:22:46 PM
AndreasK wrote:
Kweel_Nakashyn wrote:

@lo_fabre : https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21749-fixing-tech-tree-ideas-discussion

About colonization, it's in the end of the thread (i don't know how to direct link to a post here).

https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/21749-fixing-tech-tree-ideas-discussion?page=1#post-218356


You can link to a post but it is somewhat cumbersome as you have to find out what the post id is by inspecting the page html and finding the post id in the div element containing the post ^^


Hope that was the right one.

Thanks. Good and interesting post. I think is a very close idea, but different implementation.

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8 years ago
Oct 28, 2016, 7:57:47 PM

Awesome colonization researching approach.

Because yes, I don't think there is much technical difference between settling on Ocean vs Atoll, or Ash vs Volcano.


And more importantly, the colonization techs are taking too much space in research queue, 4 techs per era out of 10

Skipping those is NOT an option either.

In general this leads to quite strict and repetitive teching beeline in every single game, as opposed to some legit strategical choices.

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8 years ago
Nov 8, 2016, 1:43:44 AM
Asuzu wrote:

Awesome colonization researching approach.

Because yes, I don't think there is much technical difference between settling on Ocean vs Atoll, or Ash vs Volcano.


And more importantly, the colonization techs are taking too much space in research queue, 4 techs per era out of 10

Skipping those is NOT an option either.

In general this leads to quite strict and repetitive teching beeline in every single game, as opposed to some legit strategical choices.

This!

I really love the idea, its a bit convoluted at first but as you start to understand it, it makes perfect sense.

Having separate Techs for every planet type is a bit much considering you need the research freed up for other things (like Dust  generation buildings if you're going for an economic victory for example and extra modules to protect yourself).

Also being forced to research those planet types will make you start to hate it as you want to expand during the early/mid game and not waste precious research on that one planet (which might have valuable resources).

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8 years ago
Nov 8, 2016, 2:02:58 PM

Updated original posts with schemes trying to make it clearer. Not new ideas.

Repeat: I'm not graphic designes, so any improvement suggestion will be welcome.

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8 years ago
Oct 25, 2016, 5:55:15 PM
Trentius wrote:


But to get that +4 massive increase, you had to research techs that gave less opportunities. Take for example a player starting the center of the temperature scale and taking only techs for that scale. With 3 techs, he's gonna have 4 available types, since techs spread your available by 1 row on that scale. He then gets a Humidity tech, netting 4 new available types at once, for a total of 8 (a rectangle of 4 by 2). 



In contrast, a player that has +2 rows in Temperature and +1 rows in Humidity gets 6 planets type (when the other one has 4). When he gets a new humidity row, he gains 3 new types, or a total of 9 (3 by 3 square).



Just to clarify, as it doesn't apper explicited in my first pos, what I thought was that each faction chart will be centered in its planet homeworld type, and all chart rotate according to it, except for extreme enviroments (asteroids,..), giving every faction similar possibilities, at least in number of colonizable planets. That wa to avoid imbalances for factoins extrange enough to start in say an ice planet.

Want to say, because there are few posts that are impling it working other ways, and I forgot to put in my first post.


The point here is techs don't unlock new planet types straight up, they spread your 'colonization area' on the chart by one row or column, so technically the same 'length' is gained for each one. Whether or not you optimize that area (that is, always being square) is up to you. No tweaking of costs would be required, since everyone gains the same possibilities from a tech; the net gain in available types depends only on your previous choices.


Good observation here^^. It is close to my original idea. Also it opens new strategic decision, as you may prefer go for an specific planet type instead of growing the square area.

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8 years ago
Nov 17, 2016, 2:48:54 PM

Some sort of Dev acknowledgement of this thread / topic would be nice.


Given that these suggestions (which are fantastic IMHO) are linked to the tech tree, it seems to me that thinking about these changes in the context of revamping the tech tree is pretty critical from a timing standpoint.  Dev's - please take a look here at what's being suggested.

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8 years ago
Nov 17, 2016, 10:50:45 PM

Thanks for your support!


What I'm afraid is that my idea may easily fall into the non-feasible category, depending on how they're reworking the tech tree.

Anyway I hope devs can at least take some ideas to improve the actual system.


Two updates in original posts today!

Updated 8 years ago.
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8 years ago
Nov 22, 2016, 11:32:30 AM

Quick acknowledgement of the thread: sound ideas in there. I can't speak as to how these all mesh with the plans our designers have for colonization and planet grid (as shown in XorUnison's idea), but that's not to say this won't inform our decisions.

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8 years ago
Nov 22, 2016, 11:55:19 AM
Frogsquadron wrote:

Quick acknowledgement of the thread: sound ideas in there. I can't speak as to how these all mesh with the plans our designers have for colonization and planet grid (as shown in XorUnison's idea), but that's not to say this won't inform our decisions.


Oh! Thanks! I'm grateful for this.


As you've seen XorUnison and I are both aware of other thread, and I think both complement well.

Even if you don't implement it at all, I hope it helped you improving the game.


To recognize this never happened to me before. So thanks again for this acknowledgment!.


Updated 8 years ago.
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8 years ago
Nov 23, 2016, 6:20:04 PM

Your ideas have been mentioned on the live stream! A kind of success, I'd say!

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8 years ago
Nov 28, 2016, 7:52:16 AM
mixerria wrote:

Your ideas have been mentioned on the live stream! A kind of success, I'd say!

Wow!Yesterday arrived from a - well deserved - 5 days vacations and just seen it. I want to see again this stream, as I didn't get some things.

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8 years ago
Nov 28, 2016, 8:30:55 AM
lo_fabre wrote:
mixerria wrote:

Your ideas have been mentioned on the live stream! A kind of success, I'd say!

Wow!Yesterday arrived from a - well deserved - 5 days vacations and just seen it. I want to see again this stream, as I didn't get some things.

https://www.twitch.tv/amplitudestudios/v/102912513 have fun! :D

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8 years ago
Oct 21, 2016, 3:55:20 PM

Returning to this post, after reading various threads I found one telling that Lumeris has penalties in an Atoll (!?), may be it's a mistake, but this make me think that happiness will be better in lore consistence if it's tied to each faction homeworld planet type. This way in your homeworld type yo'll get +5 happiness bonus, and when you get far from this planet type, your bonus will descent to 0, -5, -10, -15, -20  and -25 in the most different planet type.


Also consider tie it to population at population level. This, as an example, way an assimilated deuyuvian in a gas giant will get +5 happiness, but if you move to a cold planet to stack science bonus, it will go into a penalty, regardless what faction you're playing. I understand that this last part may be more complex to implement, but the idea is here.

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8 years ago
Oct 16, 2016, 10:12:23 AM


And after that you want new colonisation techs. You look to near systems and see an Ocean and a Veldt planets. Ocean needs unlocking "Colonise flooded", let's look at it:



Now Ocean is into the purple box. But wait, what would happen if I decided pick "colonise warm" and go for veldt, instead of the ocean one? Look at this:



Now "accidentally" swamp also falls into the purple box. This way you researched two techs and unlocked 4 planet types. Image you follow this reasoning: if I go like a square I can unlock lots of planet types with few techs, so I'll researc tow more techs and go like this:



That way you researched 4 techs and got 9 planet types. I grows almost quadratic!

Look at the following table, it shows number of humidity unlocked techs in rows and unlocked temperature techs in rows, in the corresponding cells are the number of planet types you can colonise with this unlocked techs:





Temp unlocked techs



Humidity unlocked techs
0
1
2
3
4
5
0
1
2
3
4
5
6
1
2
4
6
8
10
12
2
3
6
9
12
15
18
3
4
8
12
16
20
24
4
5
10
15
20
25
30


Well if you reached here, You may be asking, what the hell did you wrote all that mesh? Cause I think this system has it's advantages:

  • Makes faction homeworld type important, that gives more immersions.
  • Each faction has different chart, which allows to colonise different planets types at game start. These types are meant to be coherent with each faction background.
  • Having each faction different planets types from start, could generate more competition to grow outposts in systems with outposts from various factions. I have the feeling that with actual system, there's no competition, because lots of system has only one colonisable planet, that to be worst is the same for all factions. I makes who go first he system owner after a little wait in most cases. I though Amplitudes idea of competing outposts is very good, but how actually colonisation techs are distributed I think is not working well.
  • This system can allow to colonise all planet types with a fewer number of techs. If you look at the table, that's 9 techs to research, to colonise 30 planet types (I know there are some holes in original image, but think of them as full.
  • It still makes interesting choices: What I have to research? A tech that will unlock 3 planet types, but without excessive value, or a tech that will unlock only one, but with luxury and strategic resource next to me?

Of course, it has its cons:


  • Not very intuitive. Will need a tutorial or something to explain.
  • The quadratic growth only gives lots of planets in mid-game. On early game there's few planets per unlocked tech, and in end-game you'll have few types to unlock, and may be some techs will be worthless.
  • Ideally you'll need a feedback somewhere to know which planet types yo'll be able to unlock having in account your actual techs and the new you're going to research.
  • That's a lot of work for Amplitude.

Until here my original idea. In tow following posts I'll explain how I think you can fit this idea into actual tech system.


Updated 8 years ago.
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8 years ago
Oct 16, 2016, 10:30:14 AM

Fitting into actual tech system, but without era consistence.


If you look at this two good posts, you'll have an idea of how actually planets are distributed:

https://www.games2gether.com/endless-space-2/forum/65-general/thread/21424-planet-type-charts-census

http://imgur.com/a/gjpp6


Yes, there's not the original image. Actually there are:

  • 6 planet types: Temperate, Hot, Cold, Wet, Dry and gas
  • 4 planet tiers.

So, how can you match it with this system?

Well I think this is simple: in our columns will put the tier (and some name lore like "colonise welcoming", "colonise hospitable", "colonise inhospitable" and "colonise extreme" as an example), and in our rows we will put our new planet types. that leaves the table of colonisable planet types depending on  techs unlocked as follows, assuming that your homeworls planet type is unlocked from start, and tier 1 is free at start only for this planet:






Tiers researched





Types researched
1
2
3
4
0
1
2
3
4
1
2
3
4
5
2
3
6
9
12
3
4
8
12
16
4
5
10
15
20
5
6
12
18
24


This allows to unlock all 24 planet types researching only 9 (5 per planet types and 4 per tiers) techs to distribute into all 5 eras.


Obviously it has its pros:


  • Most of stated in previous system.
  • The quadratic growth is not remaining, but still you can get a big growth on coloniseable systems at mid-game
  • Also you only have to distribute 9 techs within 5 eras, solving, at least partially, the issues/complaints stated at the start of this thread.
  • Of course the starting tech will be lowest tier.
  • The first techs you'll be able to research will be the planet types closes to your homeworld. As examples if your homeworld is wet, you'll have temperate / cold in Era II and hot / dry en more advances Eras, on contrary if your homeworld is hot, you'll have access to research dry/temperate in era I and have cold/wet in more advanced eras.


And its cons:


  • Most of previous system.
  • It's unclear how to fit asteroid, gas giants, and other celestial objects that can be added into this system. May be they should have specific techs?

If your eyes still doesn't bleed, lets go for next idea into next post.


------


UPDATE 08/nov/16 (european format date)


To show in a graphical way this proposition, this graphic shows all planets in actual system, in  a scheme like the original dev's idea:



Have in mind that actually all temperate are tier 0 (free at start) and there are more gas giants types that in this chart, and also they have and unknow order, so I put both types with my own criteria, only to show the idea.


This second chart follows the color code of unlocking planets in type axis, and are grey-coded in tier-axis:



To put an example, the Sophons would have a chart like this:

  • Homeworld: Cold, unlocked for free. The tier 2 to 4 unlocks with respective techs (the same for other types).
  • Type 2A/2B: Temperate/Wet. Two separate techs avaliable to research in Era I
  • Type 3A/3B: Dry/Hot. Same as before, but unlocked at Era III.
  • Type 4: Gas giants. Unlocked at Era IV.

This will correspond to the following table:


Tier 4
Desert
Veldt
Barren
Ice
Lava
Gas
Tier 3
Arid
Monsoon
Arctic
Ocean
Ash
Gas
Tier 2
Steppes
Forest
Snow
Swamp
Jungle
Gas
Tier 1
Tundra
Terran
Boreal
Atoll
Tropical
Gas

Type 3A
Type 2A
Homeworld
Type 2B
Type 3B
Type 4


Have in mind that Tier 2 tech will be in Era I (total 3 colonization techs), Tier 3 in Era II (total 3 colonization techs) and Tier 4 in Era III (total 2 colonization techs, leaving only 1 colonization tech in Era IV).


This way, it allows to do freak thing like in Lumeris case, that imo should have Wet planets as homeworld type, but you can justify putting Dry in Type 2 (A or B), because they're obsesses with dust to a point that they'll do anything to colonize this planets faster.

Other freak things may be factions having the Gas gients as Homeworld, or whatever occurs to dev's / community.


----


Updated 8 years ago.
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8 years ago
Oct 16, 2016, 10:42:05 AM

Fitting it with era system.


To end all that explanation, my last proposal, to fit this to era system, is to eliminate the tech related to planet tier, and instead of them , make all era equivalent o a tier, so on Era I you'll automatically get Tier 1, on Era II Tier II and so on.

It leaves 5 techs to distribute within 5 eras (assuming homeworld type is free), that will allow you to put all 24 planet types within 5 techs.


For that I want to make some considerations:


  • It has some pros of previous systems regarding lore and factions consistence.
  • Also maintains the pros regarding competition for outpost.
  • Going from actual 12 techs in Era III to only 5 may be breaking, so I propose to split it a bit, left for Era IV the colonisation of complex bodies (asteroids and all that), and put 2 colonisation techs in Era I to Era III. I know era V will be depleted at this respect, but at this stage you'll probably have all needed colonisation done.
  • May be in Era I and Era II if factions has too much different starting techs, there will be some inconsistencies when colonising. For this reason I think is good putting two techs in this eras. It allows factions being able to colonisa same types of planets (at least coincide in some types) by Era III.
  • This system may solve the problem of complexity of two previous ones, as one element (eras) is not researched, but automatically unlocked).
  • Like the preceding idea, your colonisation techs will be placed in eras depending on your homeworld, as example if it's dry, you'll have temperate/hot before wet (see previous idea). I think this is very susceptible to balance and opinions, but idea is there.
  • This is and special case, in that if you never research any colonisation tech, as you unlock eras, you'll have at least one tech to colonise per era, because you got the free starting colonisation fro your homeworld type in era I.
  • As consequence of previous statement, you can unlock planets in an era, only reaching it, as long as you have unlocked techs for planet types (or only have that of your homewold).

---- EDIT: 18/11/16


Terraforming


Many comments in forums, not only in this thread made me aware that if I want this to be consistent, I should propose an idea for terraforming techs. My proposition is the followiong:


There are various tiers of terraforming techs, you can name as "Basic terraforming", "Complex terraforming", "Unbelievable terraforming", etc... What they do is to allow you to terraform one level of humidity/temperature in first proposition, or one level of type/tier in the following propositions, from the original planet type.


As an example the tier 1 tech should allow you to turn a  Forest into a ocean/swamp/terran/boreal. If you want to turn a Forest into a Jungle, you'll need the tier 2 tech, and the tier 3 tech to turn into a lava.


This terraforming are done one by one step, so you have to do Forets->Swamp->Jungle->Lava, and can't skip the intermediate steps even with higher tier terraforming techs.


Note that to terraform a planet to an specific type, you need the corresponding terraforming tech and also have unlocked the initial, final and intermediate planet types colonization techs.


that's a short, but I think easy idea. If you want it developed further, just ask and I'll made a specific post in this same thread.


------


Well if you're still reading, many thanks.


What I hope with this post, is not to make Amplidtude change all colonisation techs system, but giving them ideas to solve the problems and complaints with actual systems 1 tech = 1 planet type, that makes 4 mandatory techs in Era I and almost mandatory in following eras if you want to keep expanding at reasonable rate.


Keep on guys, you're doing a good job!

Updated 8 years ago.
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8 years ago
Oct 16, 2016, 11:19:00 AM

I like the idea that the colonization tech should depend on your homeworld type. It just makes sense. 

Also the further away from the idea homeworld type a world get, the more tech should be required to effectively settle it. 


Another feature I would like to see is that tech unlocks the ability to even colonize it. But depending on how far away it is you can only put so many pops on it due to incompatibility. 

At least without making massive infrastructure investments. That way later in the game technology is what allows you to make the best of your systems. 


That way you would not just get say... colonize barren, and then have it become a major metropolis hub in no time. I am sure you get the idea. 


But thank you for this post. Very descriptive, and have some good ideas! :) 


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8 years ago
Oct 16, 2016, 8:46:33 PM

First off, I think this is a great idea to create diversity in the early game, and it could help certain races get a specialized feeling from the easily-available worlds (although I'd change most of the current races' homeworld type, like putting Sophons on a colder world).


I'd even go further on the idea, replacing certain system improvements effect to be more dependent on climate rather than a few planet types. For example, rather than just affecting Forest planets for a whopping +10 Industy over the base bonus, Xeno-Industrial Infrastructure could affect all wet planets (for a smaller bonus), making it valuable across a broader spectrum of systems.


However, whether we use this system for colonization only or system upgrades, we will need to fill in the remaining empty spots on the types chart and make certain planets more attuned to their FIDS specialization.

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8 years ago
Oct 17, 2016, 5:42:53 AM

This is a really good idea! The temperature/humidity matrix is pretty complex, like you said, and there would probably need to be a screen somewhere that indicated what colonisation techs you have unlocked and which ones you can unlock.


Going off the suggestions for 'soft links' in the tech tree that Amplitude have proposed, adjacent colonisation techs could have these links. It seems like it would be a fairly intuitive way to indicate which colonisation strategies were easier. But that depends on exactly how the devs choose to implement these links.


Also a random suggestion -- Ecologists could get a high-level law that lets the faction colonist planets from 1 era ahead, similar to how scientists can research technologies from an era ahead.



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8 years ago
Oct 20, 2016, 8:16:07 AM
Trentius wrote:

 

However, whether we use this system for colonization only or system upgrades, we will need to fill in the remaining empty spots on the types chart and make certain planets more attuned to their FIDS specialization.

Of course gaps in original chart may be a flaw in my first proposition. I don't know how to solve it, as the actual colonization techs and planet types, doesn't even match with original GDD.

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8 years ago
Oct 20, 2016, 8:17:24 AM
atejas wrote:

 

Going off the suggestions for 'soft links' in the tech tree that Amplitude have proposed, adjacent colonisation techs could have these links. It seems like it would be a fairly intuitive way to indicate which colonisation strategies were easier. But that depends on exactly how the devs choose to implement these links.

 

Good point here. I hope the idea of soft prerequisites for techs will be implemented before release.

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8 years ago
Oct 16, 2016, 9:48:24 AM

Hi,


After playing a bit and reading lots of posts (not all), I have the sense that there are some issues/complaints/suggestions, regarding how actually colonisation techs are distributed, that repeatedly appear, and I agree with some of the them. From what I see main problems are:

  • They're or seems to be mandatory techs. Like in ES1 colonising as many planets as you can is good for having FIDSI enough. No sure if Amplitude intention, but is like this.
  • They make you leave aside other techs that can be important to go for techs of next era, or on the contrary delay next era to colonise only one planet. I li Amplitude idea of making players to choose, but here doesn't seems working well.
  • 4 tech per Era out of 10 for next era. Seems too much to me.

With that in mind, I'll explain some ideas I got when reading first GDDs, may be a year ago (?). I think they're interesting to create a different system for unlocking planet colonisation. Let's go:


--- EDIT: 18/nov/16:


My post is only related to unlocking of colonization techs. If you want to read a good post from XorUnison about how FIDSI production can be made more consistent with planet types, here's the link


----


My first idea:


This is based on this picture in first GDD:



Sure most of you have seen it. My idea is to make also your faction homeworld an important choice, as the new system distributes all techs departing from your home system and making harder to get techs as how different is a planet from your faction home planet.


It works as follows:

  1. Each planet has a coordinate with humidity and temperature.
  2. Each tech unlocks a "line" or temperature or humidity.
  3. You can colonise all planets which you got the "line" for humidity and temperature unlocked.
  4. The row and column corresponding to your homeworld are unlocked at no cost from game start.
  5. Adjacent rows and columns will grow in research cost and be further as they go far from your homeworld.
  6. Each faction will have their tech in tech tree positioned depending on this homeworld.

To explain it with an example, think you're playing with Cravers, so your homeworld is forest, then this is your chart:


[Time for apologies: I'm not graphic designer]


To read this, the main colours are:

  1. Blue: Tier 0 / Era I
  2. Green: Tier 1 / Era II
  3. Yellow: Tier 2 / Era III
  4. Red: Tier 3 / Era IV

So, you can see, Forest is where blue column and row are crossing. As another example, if you start on Atoll, this will be your chart:



As you can see, now temperate planets are in Tier 2 instead of Tier 0. Also same happens with temperature.

Assuming that, each faction have its chart. To follow, how the hell you unlock planets? That's it: you'll need having its specific humidity and temperature unlocked. So you don't research colonise "tundra", instead you research "colonise cold" + " colonise humid"

Oh, what? Two techs to unlock a planet type? Well, just wait and see this example:



Here you have your home planet being forest, and unlocked "Colonise Temperate" and "Colonise Wet" from the start, cause you're playing Cravers.

Have in mind that I'll use same colour legends for Tiers/Eras that explained before. Also the purple square, indicates which planets you're able to colonise.

From image before, for any reason you decide to colonise a beautiful terran planet in a system next to your homeworld. This is temperate and humid, so you have to unlock "Colonise humid", because you already have "Colonise temperate". This leaves the following image (notice terran is now into the purple square):


[Seems post too long, follows the next comment]


Updated 8 years ago.
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8 years ago
Oct 21, 2016, 6:33:22 PM






I have some suggestions on you suggestion :)

1) Fill the gaps in the table above. +3 flooded, + 1 wet, +1 humid.

2) All the factions should have a starting point of equal quality, i.e. equal distance from the centre. If the 1st point will be implemented, there will be 4 equal positions: Terran, Veldt, Ocean and *right to Ocean*. If another humidity type is added, there will be 8 equal options. Another way (not very logical): every faction starts on a Unique planet; Unique planets do not comply with any of these types; a player can choose any 1 humidity and temperature at start.

3) I did not clearly understand if unlocking new planet types require researching techs or only achieving the next era. Anyway, unlocking new humidities and temperatures shall not be at cost of techs because as you described them, they would be far too OP. As an option, at the beginning of an Era you choose humidity and temperature types to be unlocked at the end of the era.


Anyway, thank you for your input! If correctly implemented, this will be the best system of colonization unlocking ever. 

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8 years ago
Oct 23, 2016, 9:19:21 AM
Sotnik wrote:


I have some suggestions on you suggestion :)

1) Fill the gaps in the table above. +3 flooded, + 1 wet, +1 humid.

Hi, I didn't think about that. Hope if they choose something close to my system will deal with it. 

As an idea for Burning + Flooded I propose: "Venusian". this is a world like Venus (not present in actual EA or ES1), with hot and dense acid clouds.

For Flooded + Cold I propose: "Titanian": Like Titan, the satellite of Saturn. It's a very cold world with methane clouds and hydrocarbon lakes on its surface.

I would like to see things like this more than variations of the "Terran" planet. I understand that changing this in actual stage is a lot of work and other thing goes firsts, so probably we won't see it.


2) All the factions should have a starting point of equal quality, i.e. equal distance from the centre. If the 1st point will be implemented, there will be 4 equal positions: Terran, Veldt, Ocean and *right to Ocean*. If another humidity type is added, there will be 8 equal options. Another way (not very logical): every faction starts on a Unique planet; Unique planets do not comply with any of these types; a player can choose any 1 humidity and temperature at start.

Good point here.

Still I will consider some exceptions for specific factions, like deuyuvians (if they were a major faction) starting in a gas giant.

Not very fond of unique planet idea if it goes afar from the chart, but can accept some faction-related anomaly unlocked at game start in homeworlds.


3) I did not clearly understand if unlocking new planet types require researching techs or only achieving the next era. Anyway, unlocking new humidities and temperatures shall not be at cost of techs because as you described them, they would be far too OP. As an option, at the beginning of an Era you choose humidity and temperature types to be unlocked at the end of the era.


I post three proposals:

  1. First one, when I see GDDs it occurred to me with this chart. It unlocks only with humidity and temperature techs. May be this is the one you consider overpowered. I'm not sure about this, we'll need to at least test it.
  2. The second is an adaptation to actual planet chart. It also unlocks with techs. It may be OP because with actual chart there you'll be able to unlock lots of planets with few techs. didn't thought about that at the moment.
  3. Te third is to make it more coherent with era system. In this one one coordinate (planet type) unlocks with techs, and the other (Tier) unlocks with Eras. May also be OP for same reason as "2".

I have to recognize that the proposition on your last sentence looks more balanced with actual system, and gives more freedom. Also matches better with Amplitude idea of Eras, and may allow to get rid of some mandatory techs.


Anyway, thank you for your input! If correctly implemented, this will be the best system of colonization unlocking ever. 


Thanks!!

About implementation, doesn't depends on me.

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8 years ago
Oct 23, 2016, 11:39:00 AM

This idea is very great. As some people already stated, this would make feel every faction even more unique IF the starting planet differs. (No point if 50% of all factions start on terran. ;))


I think, however this will make getting into the system of colonization technologies more difficult. (Not that I'd mind.) It would probably help if there was an additional grid-like overview just like in your first post.


Edit: Another point I'd like to add: I just started as Lumeris and viewing all the planets... I wondered why I couldn't just colonize ocean planets asap or just with a little research effort. I mean, come on. These guys are basically talking fish, so to speak. They start on an atoll world, but struggle with an oceanic world till era 3? No sense at all. 



Updated 8 years ago.
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8 years ago
Oct 24, 2016, 8:00:38 PM
Sotnik wrote:


3) I did not clearly understand if unlocking new planet types require researching techs or only achieving the next era. Anyway, unlocking new humidities and temperatures shall not be at cost of techs because as you described them, they would be far too OP. As an option, at the beginning of an Era you choose humidity and temperature types to be unlocked at the end of the era.


Thinking again if it's OP. Why? All factions will use the same system.

Maybe the mid-game square increase in colonizable planets looks it, but as I understand fits better in lore sense: first you can colonize few planets very close to your homeworld (early game), the develop techs to colonize almost everything (mid-game), and at last you develop techs to colonize the most adverse environments like gas giants, which are very few places in your empire (end-game).

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8 years ago
Oct 24, 2016, 8:29:43 PM
lo_fabre wrote:
Sotnik wrote:


3) I did not clearly understand if unlocking new planet types require researching techs or only achieving the next era. Anyway, unlocking new humidities and temperatures shall not be at cost of techs because as you described them, they would be far too OP. As an option, at the beginning of an Era you choose humidity and temperature types to be unlocked at the end of the era.


Thinking again if it's OP. Why? All factions will use the same system.

Maybe the mid-game square increase in colonizable planets looks it, but as I understand fits better in lore sense: first you can colonize few planets very close to your homeworld (early game), the develop techs to colonize almost everything (mid-game), and at last you develop techs to colonize the most adverse environments like gas giants, which are very few places in your empire (end-game).

I meant these techs will be OP in comparison with other techs in mid-game: you learn one tech and get 4+ new colonizable planet types. 4+ times more beneficial than at the current tech system. Without it, you will not be able to compete with other players which means this tech is an obligatory one - and that is never welcome. 


It's a different story if the cost of this new tech scales with # of planet types it unlocks. Actually, it is better than my previous proposal (free unlock with era progress) because it would let "isolationists" be more compatible. We will probably see a major faction or at least a custom faction focused on surviving at 1 or few nodes.

Updated 8 years ago.
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8 years ago
Oct 25, 2016, 1:24:54 PM
Sotnik wrote:

I meant these techs will be OP in comparison with other techs in mid-game: you learn one tech and get 4+ new colonizable planet types. 4+ times more beneficial than at the current tech system. Without it, you will not be able to compete with other players which means this tech is an obligatory one - and that is never welcome. 


It's a different story if the cost of this new tech scales with # of planet types it unlocks. Actually, it is better than my previous proposal (free unlock with era progress) because it would let "isolationists" be more compatible. We will probably see a major faction or at least a custom faction focused on surviving at 1 or few nodes.

This way makes more lot sense. Didn't think about this.

Supose it can be tweaked someway.

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8 years ago
Oct 25, 2016, 4:38:35 PM
lo_fabre wrote:
Sotnik wrote:

I meant these techs will be OP in comparison with other techs in mid-game: you learn one tech and get 4+ new colonizable planet types. 4+ times more beneficial than at the current tech system. Without it, you will not be able to compete with other players which means this tech is an obligatory one - and that is never welcome. 


It's a different story if the cost of this new tech scales with # of planet types it unlocks. Actually, it is better than my previous proposal (free unlock with era progress) because it would let "isolationists" be more compatible. We will probably see a major faction or at least a custom faction focused on surviving at 1 or few nodes.

This way makes more lot sense. Didn't think about this.

Supose it can be tweaked someway.

But to get that +4 massive increase, you had to research techs that gave less opportunities. Take for example a player starting the center of the temperature scale and taking only techs for that scale. With 3 techs, he's gonna have 4 available types, since techs spread your available by 1 row on that scale. He then gets a Humidity tech, netting 4 new available types at once, for a total of 8 (a rectangle of 4 by 2). 


In contrast, a player that has +2 rows in Temperature and +1 rows in Humidity gets 6 planets type (when the other one has 4). When he gets a new humidity row, he gains 3 new types, or a total of 9 (3 by 3 square).


The point here is techs don't unlock new planet types straight up, they spread your 'colonization area' on the chart by one row or column, so technically the same 'length' is gained for each one. Whether or not you optimize that area (that is, always being square) is up to you. No tweaking of costs would be required, since everyone gains the same possibilities from a tech; the net gain in available types depends only on your previous choices.

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