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Passenger Ship Cost & Increasing Population Cost

System ManagementPopulation

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7 years ago
Jun 29, 2018, 6:28:03 PM

Make each unit of population cost more than the previous one (like Riftborn do now), and add a cost in Food/Industry to each unit of population shipped from a Space Port.


The first element- increasing costs- will allow Food to have a solid population growth curve just like Riftborn have, but leaves us with the existing problem of being able to simply ship units of population away to reduce costs again to save time, which is a well known exploit among Riftborn players.


However, by costing the player Food or Industry to ship populations away, representing both the required and extra supplies necessary to survive a long journey, this exploit vanishes if the Food or Industry lost equals or exceeds what the player would gain from the exploit. While the next unit of Population costs 50 Food less from shipping away a pop, the player has also sacrificed 50 Food to ship the pop, cancelling out the benefit.

Updated 5 months ago.
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7 years ago
Jun 29, 2018, 6:34:09 PM

I approve of this idea. In my opinion food is quite a weak ressource, as in going over 300 (the cost to grow a pop each turn on normal speed) or 150 for fast speed doesn't offer enough. Sure having more manpower will eventually be useful, but instead one can use siege modules and often times having a lot of manpower doesn't come into effect until you are at war, something not all factions are focused around.


In addition to that, I would like to repeat my idea of intercepting civilian ships. A simple idea: If you guard a system or anomaly and a civilian ship comes by, you get the option to abduct it, thus adding the population to your nearest system! Right now the only choice you have is to shoot civilian ships down, or let them pass. This is just potential wasted.

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