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Taking ownership of plannet time based on population

MilitaryPopulationSystem Management

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8 years ago
Jan 3, 2017, 5:36:32 PM

When you conquer a star system you need time to "take ownership of it".

This makes sense and blocks instant razing of systems plus gets the original owner a chance to get the system back before it is converted.


But there is a problem with how you take ownership of the system.

Currently it is a flat rate and you need the same time to take over a system that has population 1 as you need for one that has population 24 which doesn't make sense.


The way I see it is that you don't have an "unconverted start system" but "unconverted population".

The start system is just a bunch of things.


So it should work like this:

- any allied / your own / assimilated population already likes you and works for you.

- any enemy major faction population will oppose you and you can convert them at a rate of 1 per 2 turns

- any minor faction that you don't have assimilated will be converted to your side at a rate of 1 per turn


To speed things up you have those options:

- kill local population (this will have political consequences and could also reduce approval)

- draft local population (generate manpower) and reduce population size

- displace local population to other systems you own

 

This last displacement option has drawbacks.

The system has less population so will get converted faster but also any system that the population will get sent to will get negative approval for a few turns (-10 approval for each population sent there and this would get reduced by 5 each turn).

So for sending 4 population you get -40 on first turn and in the next turns -35, -30,-25,-20...

Also if the number of population sent to a new system would be equal or greater than your population on that planet they could start a rebellion and take over.


A lot of interestesting options here.

Updated 16 days ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

This idea is a little beyond the scope of population management in ES2.

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8 years ago
Jan 4, 2017, 3:35:03 PM

+1.

I like the underlying idea. Glad to see also you added some of stuff from comments on original thread.

Think interesting for most of players read the original thread, there are some good posts from Kweel_Nakashyn, with interesting discussion.

Said that I always felt awkward the 8% per turn arbitrary conversion rate (so always around 13 turns, depending if Amplitude is rounding up or down, not sure ATM) in ES1 or EL, but was aware of the reasons they made it for, and not against this mechanic. The thing is, like samsonazs, that I felt that a system with 1 pop shouldn't take same turns to convert that a system with 20 pop. To add to this it shouldn't cost the same if all pop is form an enemy faction than if you could "infiltrate" it before with friendly pop. This is a thing devs should have in mind.

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8 years ago
Feb 13, 2017, 6:37:35 AM

Agreed. Turns based on population count, possibly modified by empire happiness. 


Sure, you've just be conquered - but, we're the 'good' guys

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Nice to have

The NICE TO HAVE status is given by the dev team to ideas they would like to have in the game.

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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

The-Cat-o-Nine-Tales

DEV The-Cat-o-Nine-Tales

status updated 5 years ago

This idea is a little beyond the scope of population management in ES2.

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