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Make colony ships unavailable to unhappy systems

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12 years ago
Aug 7, 2012, 8:01:38 AM
Hello, I have a few ideas for how the colonization system in the game could be made more interesting and a bigger part of the game.



Starting off with the simplest, I believe that colonizing a new planet/system should be more difficult depending on your empire's satisfaction. To make this work, firstly, the building of a ship containing the "seed mod" modual would also require a population point from the system building it, just like when colonizing in a partly colonized system. Furthermore, if the satisfaction of said system in below a certain percent, it will refuse to donate the point. Reducing expansion disapproval will decrease the minimum percentage until even a colony on strike will give the point.



Moving on, it should require more than knowledge and a workforce to terraform a planet into a new type. Terraforming planets should require use of certain resources (not the strategic resources already in-game) to facilitate the change, e.g. launching an icy comet at an arid planet to add water while it is being made more habitable. I'm not sure if colonizing planets should require some specific resources depending on the planet type as well.



That's about all I have right now, feel free to add on to this thread with your ideas.
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12 years ago
Aug 7, 2012, 8:10:37 AM


the building of a ship containing the "seed mod" modual would also require a population point from the system building it, just like when colonizing in a partly colonized system





ship containing the "seed mod" module already require a population point





Furthermore, if the satisfaction of said system in below a certain percent, it will refuse to donate the point. Reducing expansion disapproval will decrease the minimum percentage until even a colony on strike will give the point.





In colonization phase expansion disapproval almost doesn't exist and easy manageable with taxes.





more than knowledge and a workforce to terraform a planet into a new type





I never ever terraformed a planet. If you can afford terraform instead of new dreadnoughts the game is already won.





In conclusion The thread doesn't receive my seal of approval
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12 years ago
Aug 7, 2012, 11:21:46 PM
Thank you for informing me of your first point, but I must disagree with your other two.



As far as I understand it, your "colonization stage" is very early in the game. At that time, expansion disapproval is very high, but even if it is low and even if you manage your approval with low taxes, it's still something to think about while colonizing.



Moving on to your third point, not everyone likes the brute force approach, in my entire career I've built four dreadnoughts, all of which only for the purpose of prevent pirates from seizing my systems.



Finally, I understand that my idea isn't perfect, and I openly asked for suggestions on how to improve it. If you don't like it, tell me what you would like changed.
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12 years ago
Aug 8, 2012, 12:00:48 AM
Renamed the title to reflect the applicable part of your idea, since the population point is already substracted in the current game version.
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12 years ago
Aug 8, 2012, 4:22:42 AM
Harel55 wrote:
As far as I understand it, your "colonization stage" is very early in the game. At that time, expansion disapproval is very high




Actually, it's not. It's 5 points per world after the first (i.e. homeworld and first colony don't count).



Expansion disapproval is actually highest in the mid to late game, even after multiple -22% techs, mostly due to conquered planets.
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12 years ago
Aug 8, 2012, 7:57:07 AM
I don't know what your strategies are, but I don't go conquering worlds, I simply get as many colonies as possible as fast as possible in the beginning of the game.
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12 years ago
Aug 8, 2012, 12:54:17 PM
Harel55 wrote:
I don't know what your strategies are, but I don't go conquering worlds, I simply get as many colonies as possible as fast as possible in the beginning of the game.




That still gives you the 5 points per system expansion disapproval. Your's simply won't be higher than most people suffer. Most strategies involve going to war, eventually, and conquering other systems for resources. I kind of want to know how you play in the beginning, if you're sending out so many colony ships to snatch up systems, and not suffering for it immediately...



And sticking with the colony ship idea (as it is the title of the thread, and each proposal should only have one suggestion), it doesn't make sense to me. Why are is the population refusing to get on the colony ship? If they are that unhappy with where they are living, I'd imagine they would be fighting each other to get on the colony ship--a chance for a fresh start somewhere else. It is the systems with ecstatic populations that baffle me. You're living in the seat of luxury and civilization...Why are you all so eager to let me dump you on an asteroid belt? smiley: stickouttongue
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12 years ago
Aug 8, 2012, 1:00:16 PM
FinalStrigon wrote:
It is the systems with ecstatic populations that baffle me. You're living in the seat of luxury and civilization...Why are you all so eager to let me dump you on an asteroid belt? smiley: stickouttongue




Because I open the ship's hatch, conceal it, put a sign with "champagne party" or anything alike on it, get everyone in reproducible age drunk, close the hatch and start off to the new hallowed world!

In case of badly led planet's I just replace champagne with free food or give them the equivalent of 10 dollars for sitting on my ship in dust currency.
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