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Post by contributor on May 17, 2014 15:17:52 GMT -5
To the OP, not knowing what your getting on planet quality/mines available is a big frustration. It's a dice roll. Why do you find that frustrating? Aside from eliminating random chance from the game, is there something that would help? That game gives you the minimum and maximums which is enough to select my worlds. The biggest maps still need more work in the map design, to remove the large number of 2-20 worlds. Removing 2-20 systems will help a lot. That's a huge range really and doesn't tell you much about the quality of a system. It's frustrating because some systems become liabilities, like the 5 quality planet I had that ended up with 14 pop. So if you get a bad dice roll you're stuck with a dud on your hand early on. It seems realistic that a technologically advanced society (even a fallen one) would have the ability to know some basic things about a system before they colonize it. Knowing, more or less, the quality of a planet does not leave the player without choices. If you explore it and discover its a 5, you still have to decide. Is the location important enough that I need to colonize this planet? Do I keep my ship flying into the dark knowing that I might encounter a xeno patrol before I find that awesome planet? That amazing planet is right in the path of where the Xenos are coming from. If I colonize it, will I be able to hold it, or will they destroy it and it's quality? So that's to say, I don't see not knowing as adding a lot of value to the game. Knowing, within a pretty small range, the quality of world seems realistic, it avoids getting stuck with junk that might be a drain on your economy and still leaves you with hard choices.
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Post by ChocoCrowbar on May 17, 2014 15:33:18 GMT -5
What might help with this is the option to let a planet go indie. A really bad dice roll on a planet? Just tell them that it suck for them, you won't be supporting them anymore.
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Post by shapcano on May 17, 2014 15:35:13 GMT -5
What might help with this is the option to let a planet go indie. A really bad dice roll on a planet? Just tell them that it suck for them, you won't be supporting them anymore. You'd badly piss off one of your factions!
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Post by ChocoCrowbar on May 17, 2014 15:38:54 GMT -5
Welp, it's that or having a planet dragging you down. Sure, they may not be happy about me letting go some of their comrades, but once the xenos start coming and that planet isn't dragging the whole system down but instead letting me build some 3 ships more, they'll see my reason to do this.
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Post by contributor on May 17, 2014 15:50:45 GMT -5
That brings up the question, what does letting a planet go Indy mean? In the last version it didn't seem to make that much of a difference. I could still build what I wanted and it showed up in my colony screen with its -900 some income and 1433 maintenance. Yeah, if I could have nuked them all I would have. Well I would have nuked them and then framed Rychart for it at least.
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Post by ChocoCrowbar on May 17, 2014 16:21:19 GMT -5
"You're on your own, I'm not maintaining you anymore and you don't have to pay me every week. Goodbye, so long, and good luck with the Xenos"
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Post by Cory Trese on May 18, 2014 14:54:09 GMT -5
Indy worlds do not grow population and they do not build ships.
I'm curious how you ended up with -900 income!
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Post by contributor on May 21, 2014 8:51:11 GMT -5
That would be the planet that after being attacked by aliens ended up at 13 population and 2 quality. I was so over quality that I didn't think building more factories to keep everyone working would help, so only like 7pop was employed.
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Post by Cory Trese on May 21, 2014 11:10:15 GMT -5
That would be the planet that after being attacked by aliens ended up at 13 population and 2 quality. I was so over quality that I didn't think building more factories to keep everyone working would help, so only like 7pop was employed. Ah interesting ... so it was a Faction world that built up at 13 Quality, was sacked by the Xeno down to 2 Quality at which point the Faction pulled out and left it. I am trying to think how this should work. It sounds like Indy worlds should support reverse population growth.
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Post by ChocoCrowbar on May 21, 2014 11:55:53 GMT -5
It would make sense in terms of part of the population not wanting to be considered Indie and pulling out, mainly the upper class which had control of the factories and mines. This means that there will be less jobs, less opportunities and less trade with other planets, lowering the quality of life substantially. The population that stayed behind or couldn't afford to leave would have to survive in this terrible planet that was ravished by the big industrial companies who destroying everything by going over what the planet quality could hold, just for a few extra credits per week. Some if not most of them would die of hunger and disease, from lack of food and medical supplies from the Faction, thus the lowering of population, but not of infrastructure. The population that do survive would remake the economic and social structure, stat to use what was left behind, and learn to live off of what the planet has to offer. Trade would start again, though less than before, allowing them to gain the technology and materials needed to build space vessels for trade and piracy (Indie ships we see flying around).
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Post by Cory Trese on May 21, 2014 12:19:21 GMT -5
that's a good point. Indy planets should generate trade!
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Post by contributor on May 21, 2014 12:55:56 GMT -5
I think it would be interesting if Indy worlds had some unique role/benefit. There are certain things that just can't be done at a faction world with all the surveillance and security. Indy Worlds have a roll to play in being somewhere where industrious if not unscrupulous types can ply their unique trades. Trades which might even ultimately benefit the corporate types. The royals need some place to make their exchanges in forbidden technology and everybody needs some place where they can take care of their dirty little secrets.
I'm not sure what that would translate into in the numbers game though. Maybe some sort of black market that would only be helpful when at optimal levels. No indy worlds, and it's hard to wash the laundry, too many of them, and before you know it, the thugs are pushing themselves into legitimate business and recking the whole economy. Say, when black market is at 7% of your economy you get an awesome bonus from it. Too low and you get nothing from it, too high and you start getting penalized.
As I keep thinking about Indy planets...., have you thought about taking them out of the economy entirely and removing control of their build queue? It doesn't make sense to have the Senate dictating to them, what they have to build. The black market idea could still work in this context. The more Trade had been built up (or they later build on their own?) the more blackmarket effect they generate.
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