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Add a building limit to systems

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6 years ago
Jan 8, 2019, 10:27:01 PM

Hey guys,


a friend of mine told me, he would like limited slots to build structures on a planet to improve the strategic desicions what to build in your systems. I thought about it and i have to admit, the idea sounds interesting to me. Let's assume we have a limit of 15 buildings per system and each systemlevel upgrade adds an additional 5 slots. What do you think?


Also, i would really like to create this mod, but i don't have that much time at the moment, so if someone wants to help out, that would be nice^^

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6 years ago
Jan 9, 2019, 3:47:00 AM

So what you're saying basically is you need to restrict building choice to create more meaningfull choice in the game.


You can find that in games in the total war series, where that works because it was designed from the ground up with limited building choice. The buildings are upgradable and their effects scale with the empire's development, progress and size.


Basically rationing to create choice. That kind of already happens in ES2, except you are rationed with time. Can you spend 15 turns building a wonder, when other more useful building can be built?


Not to hijack this threat - I like the idea of buildings having negative effects. So you can double your FIDS but it damages your influence gain or means all science buildings cost 2x as much. 


Interesting idea of limited building slots for a 4x like ES2 though. It would probably take such a massive shake up of the game from root to branch - it seems pretty unlikely.

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6 years ago
Jan 9, 2019, 11:46:14 AM

It should be possible to mode, you would need to have a property on each colony setting how many improvements they can build, perhaps set by the size and habitability of the planets colonized in the system. Then every single improvement would need to deduct from that limit (or add to a separate property) and have a requirement of only being allowed to be built when there are slots free.

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6 years ago
Jan 11, 2019, 1:08:43 PM

To add on Cyrob's post :


-Create a property on ClassColonizedStarSystem "AvailableSpaceForImprovements", set its default value to 15

-Add a modifier on every system improvement to have a -1 on AvailableSpaceForImprovements

-Add a modifier on the leveling up improvements to have +5/+10/+15 on AvailableSpaceForImprovements

-Add a prereq on every system improvement Constructible to check for AvailableSpaceForImprovements ge 1

-(You'll probably want to add a QueuedDescriptor that also removes -1 on AvailableSpaceForImprovements to forbid players from queuing too much improvements when they have limited space)


On another note, I agree with you about the lack of strategic decision when building improvements in ES2 but I don't think the game's UI is really made for it and neither is the AI. On the other hand, I made an overhaul mod that tries to fix that to some extent, but what I did was add a greater strategic cost to buildings and rework the ways to get strategic resources so the choice is on how you spend those (what kind of building, do I spare some for an army, etc) as, I think, it rewards Tall play a bit more than simply restricting buildings. I hope it's close enough to what you're looking for, otherwise I don't know of any mod that does exactly what you asked.

Updated 6 years ago.
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