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Negative approval of plannet type should be based on population type

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8 years ago
Nov 24, 2016, 11:22:31 AM

In the current game whatever faction you are playing, whatever your population you will get the same loss of approval from planet types. That means that Lumeris will get negative approval from attol type planets even though their homeworld is an atoll.


I belive that the approval loss should be based on the population (and how different from their original world the planet is) for instance lumeris would give much harsher disapproval from being sent to arid worlds and they would be much happier in any wet world.


on the other hand temperate based population will get about the same disapproval from any other type of planet.




Updated 2 months 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.

SpaceTroll

DEV SpaceTroll

status updated 8 years ago

we tried it, and it made it quite hard to follow and understand. we decided to finally go for a simple system. Yet modders should be able to change that.

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8 years ago
Nov 25, 2016, 4:01:25 PM

I think that should also influence which type of population should come up next. That means a Lumeris player, if developing an Arid world, would attract more of a minor population that prefers Arid worlds. And in systems with multiple settled planets, the population would auto settle the worlds that are most preferable to them, and not have to have them be micromanaged. The flavor and realism this would add to the game would be amazing, as long as it does not result it a ton of micromanaging.

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8 years ago
Nov 28, 2016, 1:18:50 PM

+1.


It fits very well with XorUnison's and my idea about homeworlds and new planet grid/colonisation.

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8 years ago
Nov 30, 2016, 10:22:36 PM

After playing last day, I found deuyivans living on a gas planet. I assimilated them, but get a -25 approval. Shouldn't they be happy?

I upvoted you before, but let me add my 2 cents, as I think your idea is the correct way in lore sense.


In ES1 all population were the same, and this mechanic has a sense: bad planets to live, less approval. But now each population is different, with their own views, and this includes its homeplanet, which should be where they fell better.

My proposal to implement Pejman's idea is give +1 approval per pop if they're living in its home planet, and as the planet is away from its home planet type this will descent progressively to 0, -1, -2 or -3 approval per pop, her you can use a grid similar to XorUnison's or my idea. Of course if you have approval penalties, you can move pop to planets they fell better, and not only move them to fit their bonus (which probably will come from planets they found more comfortable).

To be fair wit this:


The good:

  • Gives even more importance to home planet type.
  • Gives more importance to pop traits, as homeplanet will be one of them. Even Romain said in a pre-EA release interview that they want pop being the protagonist of ES2, as Auriga was in EL.
  • Gives more interest in migration of pop between same system planets or to another system.
  • Previous one may complement very well with a propaganda system, and a system to remove pop from your systems.
  • Gives another way to deal with approval penalties, just by moving pop.
  • More interest on terraforming.
  • Makes this pop info screen on senate screen more interesting. May be same with enhanced view.
  • May be getting some pop from concrete minors and avoiding others depending on this new trait can create new game choices (not sure about that one).

The bad:

  • It will require tooltips or other means to inform you of the exact situation in this respect.
  • Lots of work for Amplitude.
  • Requires more calculations. Not sure if this can affect performance with some computers (got an i7 both in home and laptop, no not much problem here )
  • May be unbalanced depending on how lucky you're with your starting position, regarding available planets, minor factions and pop types in your starting system.

The ugly:

  • Proposed numbers may be unbalanced depending on how much pop you can fit in each planet, and its type. But in can be solved just by tweaking numbers.
  • It will require a mechanic that ensures that when a new pop is born in a system, it goes automatically to the planet which fits better its preferences, obviously from all colonised and available planets. In one side not having this may be a hell of micromanagement of your pop if you play in large galaxies, but having this in the other side may place pop in planets which gives them high approval but doesn't fits better with their bonus.


Sorry if long. I think you idea is good, but requires a bit of work. I would like to read more of your ideas here, and also other people opinions. And be glad to read something from a dev here!

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8 years ago
Dec 1, 2016, 6:05:07 PM

For those interested i made a mod with the following effects :


- unhappiness from planet removed

- population now gets -1 hapiness for each planet tier they are on (temperate = tier 0, atol = tier 1 ....... ice = tier 4 and gaz are tier 5)

- some population gets +- hapiness depending on their home planet/their bonus (for instance mavros gets better industry on hot, so i gave them +1 happiness on hot and -1 on cold)

- Bots minorfaction unhapiness from planet tier halved (they are bot they shouldn't suffer as much from the elements) (wanted to lower voydani unhapiness but they have low pop count, so they already have less unhappiness)


If people want to try it and give me some returns


Path : EndlessSpace2/Public


PopulationBasedHappiness.rar

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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.

SpaceTroll

DEV SpaceTroll

status updated 8 years ago

we tried it, and it made it quite hard to follow and understand. we decided to finally go for a simple system. Yet modders should be able to change that.
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8 years ago
Feb 12, 2017, 1:51:00 AM

well the change in the planet type sure doesn't help (and the new "climate" types arn't very good describtions of planets, so it would need to be approval by planet type (tundra/snow/desert etc) and it would be too much of a pain (or i could add dry/water back and set a whole new typing system, but id rather wait final update for that)

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