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7 years ago
Sep 9, 2017, 2:15:01 AM

So after reading all the posts about getting rid of the unwanted populations and also playing a lot as custom gene hunter faction i came up with an idea of a "slave" or rather (let's pretend it's a civilized galaxy) "labor" market where u can sell unwanted population or get the one u really want. It will function just as resourses or ships marketplace in the market section. Players will be able to sell certain pops of their empire in exchange for other pops or dust or for example influence or manpower (different factions might take different approaches or maybe even player might be able to choose one option from the all available). And also players will be able to buy certain pops with food, dust, resources, influence or whatever. Though it will certainly not so easy to implement idea(code and gui wise) with some serious balancing risks it might be just what the game needs in terms of so desirable by players more proactive control of their empire population.

Updated 23 days ago.
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7 years ago
Dec 22, 2017, 8:41:30 PM

Upvoted.

Also interesting for Horatio when you don't have enough pop to splice the wanted gene, or you can even splice pop from a faction you haven't met.

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7 years ago
Dec 31, 2017, 9:08:13 AM

Also selling pops, even at a low cost, will help to maintain the utility of Food, which drops drastically in the lategame. Great idea, upvoted.

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7 years ago
Feb 4, 2018, 12:19:21 AM

upvoted. 

How about also updating galactic population migration, to provide some additional justification to the system? Essentially, neighboring empires at peace will allow some level of im/emigration between their borders, and systems with higher yields, especially dust, approval and influence will attract populations from less attractive neighbor systems. (I think that this already happens, but it is so slow... if it is a game feature, then I'd recommend increasing the effect). 

You could also facilitate this process through the marketplace by spending dust to 'incentivize' immigration, forcefully triggering a population transfer; and you can place specific populations under your control 'on the marketplace' by funding their emigration to some other empire, making the dust cost of 'purchasing' them less expensive for other empires.

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7 years ago
Feb 22, 2018, 5:00:41 PM

Was talking about this as a new idea on Discord a few days ago, now that I know it was already submitted I'm hoping the idea can at least be revisited. It's certainly be a good way to get rid of population while improving both Riftborn and Horatio factions (getting rid of unwanted populations to make room for Riftborn and allowing you to obtain minors without forcing you to demand them from other factions in the rudest way possible respectively) 


As an extension of this idea, we could do this from the Spaceport by adding an additional option to sell them to the marketplace at the bottom of the list.

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6 years ago
Oct 8, 2018, 12:55:21 AM

I'm in favor of exploring this idea.  It seems like a natural extension of starport functionality and political maneuvering.  We could even have population migration added to the diplomatic deals menu.  "4 units of Lumeris for 100 titanium!"  Or whatever silliness the AI might agree to.  It would give all factions a great option for diversifying or purifying their empire and could even be used in a manner to "ransom" units of population back after conquering or pacifying a system!


"I've spliced your twenty Unfallen, but I don't want the rest.  I might just chain gang 'em, but...what're they worth to ya?"

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6 years ago
Oct 16, 2018, 9:55:08 PM
Daynen wrote:

I'm in favor of exploring this idea.  It seems like a natural extension of starport functionality and political maneuvering.  We could even have population migration added to the diplomatic deals menu.  "4 units of Lumeris for 100 titanium!"  Or whatever silliness the AI might agree to.  It would give all factions a great option for diversifying or purifying their empire and could even be used in a manner to "ransom" units of population back after conquering or pacifying a system!


"I've spliced your twenty Unfallen, but I don't want the rest.  I might just chain gang 'em, but...what're they worth to ya?"

The AI can't put in proper order the different pops it's got (obvious through the automation policy), how do you expect it to make a proper choice what pops to trade? The only ones that will gain from such a mechanic are the human players, and as we know, the human player is pretty OP already :)



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