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New Faction (If any) should be Ecologists.

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5 years ago
Oct 10, 2019, 11:08:59 AM





There are more options to choose from from any Political party, except the Ecologists




2x Religious : Nakalim, Vodyani


3x Pacifists : Umbral Choir, Lumeris, Unfallen


2 x  Militarists : Hissho, Cravers


2 x Scientists: Vaulters, Sophons


2x Industrialists: Riftborn, United Empire



1x Ecologists: Horatio






Kind regards,

Keimpe






Updated 5 years ago.
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5 years ago
Oct 10, 2019, 12:00:38 PM
Sublustris wrote:

Sowers incoming :>

That would be awesome.





Updated 5 years ago.
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5 years ago
Oct 10, 2019, 2:17:45 PM
Slashman wrote:

Yeah no more major factions are planned right now from what I understand.


Updated 5 years ago.
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5 years ago
Oct 11, 2019, 12:01:22 PM
Keimpe wrote:
Slashman wrote:

Yeah no more major factions are planned right now from what I understand.


S-Sorry...

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5 years ago
Oct 11, 2019, 1:19:50 PM
Slashman wrote:

Yeah no more major factions are planned right now from what I understand.

They said the same thing about Endless Legend and we ended up with the Kapaku and Mykara. Definitely a possibility

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5 years ago
Oct 11, 2019, 3:45:12 PM
Lightjolly wrote:
Slashman wrote:

Yeah no more major factions are planned right now from what I understand.

They said the same thing about Endless Legend and we ended up with the Kapaku and Mykara. Definitely a possibility

Yes it is not outside the realm of possibilty but it will likely be far down the road, because Humankind is coming soon.

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5 years ago
Oct 11, 2019, 5:41:20 PM



I would love at least one major faction, before the game is shelved by the developers (hopefully after every bug in the armor has been sprayed)


:)


Humankind is just not my thing. Nor is Endless legend. I played too many of that 'kind' of games.


Endless Space 2 is truly something.


:)



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5 years ago
Oct 11, 2019, 6:08:46 PM

More Ecologists? Did someone say Automatons?


Yes, I know they're great industrial builders, but (if I remember rightly) they were created to be peaceful stewards of their planet.


Would love to see them return. Shame that people are saying no more major factions are planned... :(

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5 years ago
Oct 11, 2019, 7:21:03 PM

Ohh yea, automatons... The only faction from 1st ES that I miss so much. Too bad we propably not gonna get them anytime soon... ;/



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5 years ago
Oct 11, 2019, 7:37:18 PM
Fuzzball_7 wrote:


Shame that people are saying no more major factions are planned... :(



I wonder where this is said by the developers.



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5 years ago
Oct 12, 2019, 7:14:20 AM

I feel like this would be the kinda thing we'd see in a year or two, especially after Humankind is in Beta/released to the general public 

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5 years ago
Oct 12, 2019, 8:32:28 AM

I also believe Amplitude won't leave Horatio alone in Ecologists. The way they introduce new ecologists faction would be more important.


Think of the Nakalim. Religious party didn't had coherent theme over laws, so Amplitude (and NGD) decided to go with influence conversion, which is emphasized only by tier-4 religious party law. Party's concept or playstyle does effect the faction theme. In that sense, population management would be a new main issue when it comes to next ecologists faction. Because it's painful and tiring to spread all kinds of populations over dozens of systems. Actually, Horatio gene splicing was a smart move. By splicing and thus removing other populations, Horatio can manage other populations much easier, while empahsizing the concept (population diversity) of ecologists party.

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5 years ago
Oct 12, 2019, 7:28:58 PM

It would be nice to see the Ecologist policies be more focused, right now it's split between colonization, taking advantage of anomolies & population management.


It'd be cool to see it focus more on population diversity; maybe the baseline power allows for selecting the next population growth instead of colonizing telluric planets?

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5 years ago
Oct 13, 2019, 10:35:07 PM

With regards to what an Eco faction could do, here's all the things current factions really do in relation to their main Politic.


-----


Religious: Steal systems by absorbing borders (Nakalim), steal population by ignoring borders (Vodyani)


Scientist: Technological edge through colonization/teleportation (Vaulters), technological edge through sheer Science (Sophons)


Militarist: Economic stability through constant fighting (Hissho), economic stability through constant conquest (Cravers)


Pacifist: Co-existence through Trading Companies (Lumeris), co-existence through Vines/Peace (Unfallen), co-existence through Sanctuaries (Umbral Choir)


Industrialist: Production boosts through Influence (United Empire), production boosts through Singularities (Riftborn)


Ecologist: Nurtured growth through Assimilation (Horatio)


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So we know that the new Ecologists need to keep to part of the theme (nature, cultural diversity, societal harmony, etc.), and a mechanic which can massively grow your economy over time, rather than the Industrialists temporary paid-for boosts. So that being said, some possbiilities include


Nurtured growth through Terraforming

Nurtured growth through Population Compression (derived from a conversation with Riceman on the Discord)

Nurtured growth through Food (maybe grow buildings, like anti-Riftborn?)

Nurtured growth through a special Affinity resource (like Essence and Keii are)


Personally my bet would be some sort of Terraforming or special resource faction, which buffs and improves planetary ecosystems through a special mechanic rather than using traditional Terraforming. Essentially, Jurassic National Park Rangers. (Which, yes, Automatons would be perfect for)

Updated 5 years ago.
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5 years ago
Oct 17, 2019, 2:56:59 PM

Hi everybody! This thread made me have a mind trip, and I just wanted to share it. I hope that you'll forgive any english error (I'm not a native speaker)


New Mecanic: Migration

FACTION: The O.A.R. (Open Arm Republic)

  • Strategy: Tall civilization
  • Political main trait: Ecologist
  • New main population: NONE (it is an aggregation of minor civilizations)
  • Government type: Democracy
  • Leader: Satren Nkok-Nathassunn
  • Starting planet: Home

 

The background idea:

In all societies there are those who feel left out, that disapprove how the current system work, that strive to change thing. However very few succeed to change their community and integrate their ideas in the empire. For those to whom the rise to the top is made impossible, only two solution remain: to accept their demise or to create elsewhere their own system.

And Atrasim Nathassunn, an Sophon businesswoman, and Sren Nkok, a Pilgrim captain, took that choice. Unable to be accepted in their own homes for their love, they decided to create their own paradise.  Aboard their ship, they travelled far and wide in order to find a new home, distant from the reach of other civilizations. Their travel however was not destined to be made alone. During one of their first stops, the couple discovered a little intruder inside the cargo bay: an half Hissho half Vaulter boy, with his finger inside a jar of jam. The boy, trembling, confessed to be an orphan, and that he had embarked their ship in order to escape a gang of slavers. Sren and Atrasim offered to bring him to the next planet, but when the time came it became evident that the boy, now named Satren, had already become their own son. The two became three.

And then four. Five. Nine. Every so often, the newly minted family found other outcasts around the galaxy, and welcomed them aboard. Years passed and the dream of finding a new home was always there. The community prospered, and jokingly started to call itself the O.A.R., or the Open Arm Repubblic. Only one thing was still eluding them: a new planet to call home.

It was tragedy that brought the solution. While passing inside a dust nebula Atrasim discovered a strange aggregation of dust near its center. Intrigued, she decided to take a small shallop and, accompanied by Sren, went to investigate it. While approaching the singularity, however, the dust started to exibit an anomalous behaviour. It showed some kind of pattern while rotating, as if it was trying to transmit something. Some pulse of it even reached the ship, encasing it in a golden light. Fascinated, the couple did not realize until too late that the ship, and even themselves, were slowly becoming dust. 

It is in the moment of death that people show who they really are. And it was not desperation, nor sadness or anger that coloured their last moment: only love, and hope for a home for their weird family.

Their desire was so great that, inesplicately, it became the dust will. Without a warning, the entire nebula started to converge in itself at the speed of light. Soon a trace of a sun started to appear, and around it a tiny planet began to form. After a few minute, the dust nebula was not more.

When Satren, still crying, watched what remained of it, he had no doubt: they had found Home.

 

 

HOW THE FACTION WORK:

They have only one planet, Home. It start as a tiny planet, but it has a great potential. Spending population it can change: it can grow dimensionally, it can create new FIDSI, new resources and even anomalies.

Thematically, what happens is that new people can join the founding couple, becoming one with the planet. Each new aggregation brings new positive changes. The planet is considered by everybody as alive and part of their family: after all it is effectively formed by those who passed on. It is an honour to do so, and it is usually reserved to the older members of the community. 

The society is very multicultural: this translate in heavy bonuses every time that a specific population join the planet for the first time. 

They establish Delegation in other planets. Doing so grand the other (minor and main) civilization some bonus, but they also increase the likelihood of migration from the planet to Home. 

The bonus of this faction is that they have fewer problem that the others in managing incoming immigrants, integrate them and retaining their own population.   

 

THE NEW MECANIC: MIGRATION

The hacking and the academy contribution were both “outward” new meccanic. This should be more “inward”. It is under the eyes of everybody how today’s many problems in the real world are (rightly or not) connected with migration. People escape from a reality they do not like and they try to go where they believe that life will be better. At the same time, from the receiving point, it is not easy to accept and integrate them.

So why not implement this mechanism inside the game?

A population will decide to leave an empire and join another if:

  • If there is war/siege in the system they are on
  • if the approval rate is lower than happy,  
  • if the political parties on power are different from the one of the target population
  • if they did not receive their booster resource in quite some time
  • Nobody else left in quite some time
  • If there is an O.A.R. Delegation on system (for O.A.R.)

Of course it should be a mix of those reasons. Each could provide from 0 to 5 point for example, and if a population ever reach 15 it would leave.

They will decide where to go following an attractiveness ranking based on:

  • Happiness of target system
  • Happiness of target empire
  • Distance of target system
  • Presence of an O.A.R. Delegation on the original system (for O.A.R.)
  • Space on target system

If there are not destination more attractive than a base score, or if there is no space left, the migration will occur nonetheless, becoming “lost” in the universe.

 

The migrating population will bring with themselves some resources, making this process even more appealing to receive and costly to originate. Vacancies will provide opportunities to better manage how one’s empire in populated.

Receiving immigration will be a cause of discontent, so that is not a painless strategy. Policies could help deny, contrast, incentivize or impose immigration.

Moreover this mechanic could help the Horatios be more effective, since I got the impression that it is on the weak side.

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