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System / Constelation / Empire special "zones"

EconomySystem Management

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8 years ago
Jan 2, 2017, 4:02:39 PM

Originated from discussion in:
https://www.games2gether.com/endless-space-2/ideas/252-refunding-the-definition-and-effects-of-political-regimes

The idea is that you can implement different "zones" on a start system / constellation / empire level.


The "zones" would work as planet specialization but in a wider level and it would cost you influence each turn to maintain that plan. (as I see to few places where influence can be spent).

Those plans should be made available around Era III.


This could work well with different bills you have in place and doesn't have to be limited to FIDSI production but for blocking to much micro I think it would be better to limit it to FIDSI.

Examples would be:

- commerce zone

       +10% dust production


Some could be more drastic and have drawbacks:

- military zone

        +200% manpower production (this slows down food production).

        -10% ship production cost

        -10% dust production


A lot of ideas for different types of zones here. Some could be major / minor faction specific.


Another thing to consider is making the plans active.

Should it be one plan for the whole empire? Or could you set it for each system separately or for a whole constellation.
Personally I see this as being implemented for each system separately but that might be to much micro.

Updated 7 months ago.
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8 years ago
Jan 5, 2017, 11:32:02 AM

I think almost every zone should have some drawbacks , you already specialize your Planets but the whole system ? That would have greater Impact . I think it would be good if every System could have his own zone , so you can micro , but every new Zone would cost more ( i would suggest Influence as cost , maybe even a permanent Influence Drain?) and if 2 Zones of the same type are near to each other (connected by lane or 3 Deep-space-jumps(so unconnected systems could part of a big zone too ))  they would increase the Boni slightly without increasing the negative effect , this system would reward the Micro manager who designates Zones in Systems which are specialized for it , but also the Macro manager who creates Huge Industry or dust Zones . 


I think these Zones should effect the Votes like Improvements do , but slowly over time , so Cravers which are in a Educational or Scientific Zone will maybe vote for a scientific Party some day , because the Culture in the system Adapted (the cravers would still vote for Military if the zone is new ,  removed , or something supports the Militarist enough ) .


Ideas for Zones : Efficient Administration : -5% Dust Costs on System , +5% Food , +5%Industry  , -10 Approval , Doubles Overpopulation Penalty . "with help of very Efficient Planing and Constructing the needed Space for Population has decreased and increased room for Automated Agriculture and Industry "


Official Gentic  tests: +10% Food , -15 Approval , +10% science , -10% Production , - 5% Production . "Biologic Research needs Test subjects , In that case our scientist do a "Field Test" for their new Ideas , the Harvest are Improved , The Scientist Happy , but Illness and Malnutrition are common in the Population , this weakens the whole Industrial Workforce" (in that case the approval for the scientific Ideology should be lowered)


Open Trade Hub : +5 Approval ,  - 5% Industry , +100% Trading value , -100% Mannpower production , +100% Ship Production Cost (if spies are added in the future , more vulnerability to spies )"Investing in Better Trading systems for Long-Range Trading ships from other and own Empires Pays of , but the Industry is assigned to Maintain all the New Buildings , and The Docks are Rebuild for The Trading Ships , also the Entire Military is needed for Security to prevent Large scale Pirate Attacks "



Also there should be a Cooldown Timer After you Cancelled a Zone Project , and that you need to cancel the existing Project before you can start another one , so you cant switch between Zones very fast .





Updated 8 years ago.
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8 years ago
Jan 5, 2017, 2:50:04 PM

Good ideas for the zones.

For sure I would like those to cost influence EACH TURN and it would be good for them to have drawbacks as you have outlined.


And I don't want them to have large bonuses. A 5-10% would be enough with +15% being the maximum if neighbour systems have the same zone.


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8 years ago
Jan 6, 2017, 8:17:36 PM
samsonazs wrote:

Good ideas for the zones.

For sure I would like those to cost influence EACH TURN and it would be good for them to have drawbacks as you have outlined.


And I don't want them to have large bonuses. A 5-10% would be enough with +15% being the maximum if neighbour systems have the same zone.


I will post more if I have some good ideas , but i am not that good at balancing , about 5-10% for fidsi sounds good . 

Updated 8 years ago.
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